6e8fbca745
match the genesis editor version 1.3.0.653.
171 lines
5.7 KiB
C++
171 lines
5.7 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
|
|
// under a form of NVIDIA software license agreement provided separately to you.
|
|
//
|
|
// Notice
|
|
// NVIDIA Corporation and its licensors retain all intellectual property and
|
|
// proprietary rights in and to this software and related documentation and
|
|
// any modifications thereto. Any use, reproduction, disclosure, or
|
|
// distribution of this software and related documentation without an express
|
|
// license agreement from NVIDIA Corporation is strictly prohibited.
|
|
//
|
|
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
|
|
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
|
|
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
|
|
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
|
|
//
|
|
// Information and code furnished is believed to be accurate and reliable.
|
|
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
|
|
// information or for any infringement of patents or other rights of third parties that may
|
|
// result from its use. No license is granted by implication or otherwise under any patent
|
|
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
|
|
// This code supersedes and replaces all information previously supplied.
|
|
// NVIDIA Corporation products are not authorized for use as critical
|
|
// components in life support devices or systems without express written approval of
|
|
// NVIDIA Corporation.
|
|
//
|
|
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
|
|
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
|
|
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
|
|
|
|
|
|
#ifndef PX_PHYSICS_NX_PARTICLEFLUID
|
|
#define PX_PHYSICS_NX_PARTICLEFLUID
|
|
/** \addtogroup particles
|
|
@{
|
|
*/
|
|
#include "particles/PxParticleFluidReadData.h"
|
|
#include "particles/PxParticleBase.h"
|
|
|
|
#ifndef PX_DOXYGEN
|
|
namespace physx
|
|
{
|
|
#endif
|
|
|
|
/**
|
|
\brief The particle fluid class represents the main module for particle based fluid simulation.
|
|
SPH (Smoothed Particle Hydrodynamics) is used to animate the particles. This class inherits the properties
|
|
of the PxParticleBase class and adds particle-particle interactions.
|
|
|
|
There are two kinds of particle interaction forces which govern the behaviour of the fluid:
|
|
<ol>
|
|
<li>
|
|
Pressure forces: These forces result from particle densities higher than the
|
|
"rest density" of the fluid. The rest density is given by specifying the inter-particle
|
|
distance at which the fluid is in its relaxed state. Particles which are closer than
|
|
the rest spacing are pushed away from each other.
|
|
<li>
|
|
Viscosity forces: These forces act on neighboring particles depending on the difference
|
|
of their velocities. Particles drag other particles with them which is used to simulate the
|
|
viscous behaviour of the fluid.
|
|
</ol>
|
|
|
|
For a good introduction to SPH fluid simulation,
|
|
see http://www.matthiasmueller.info/publications/sca03.pdf
|
|
|
|
@see PxParticleBase, PxParticleFluidReadData
|
|
*/
|
|
class PxParticleFluid : public PxParticleBase
|
|
{
|
|
|
|
public:
|
|
|
|
/************************************************************************************************/
|
|
|
|
/** @name Particle Access and Manipulation
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
\brief Locks the particle data and provides the data descriptor for accessing the particles including fluid particle densities.
|
|
@see PxParticleFluidReadData
|
|
@see PxParticleBase::lockParticleReadData()
|
|
*/
|
|
virtual PxParticleFluidReadData* lockParticleFluidReadData() = 0;
|
|
|
|
//@}
|
|
/************************************************************************************************/
|
|
|
|
|
|
/** @name Particle Fluid Parameters
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
\brief Returns the fluid stiffness.
|
|
|
|
\return The fluid stiffness.
|
|
*/
|
|
virtual PxReal getStiffness() const = 0;
|
|
|
|
/**
|
|
\brief Sets the fluid stiffness (must be positive).
|
|
|
|
\param stiffness The new fluid stiffness.
|
|
*/
|
|
virtual void setStiffness(PxReal stiffness) = 0;
|
|
|
|
/**
|
|
\brief Returns the fluid viscosity.
|
|
|
|
\return The viscosity of the fluid.
|
|
*/
|
|
virtual PxReal getViscosity() const = 0;
|
|
|
|
/**
|
|
\brief Sets the fluid viscosity (must be positive).
|
|
|
|
\param viscosity The new viscosity of the fluid.
|
|
*/
|
|
virtual void setViscosity(PxReal viscosity) = 0;
|
|
|
|
//@}
|
|
/************************************************************************************************/
|
|
|
|
/** @name Particle Fluid Property Read Back
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
\brief Returns the typical distance of particles in the relaxed state of the fluid.
|
|
|
|
\return Rest particle distance.
|
|
*/
|
|
virtual PxReal getRestParticleDistance() const = 0;
|
|
|
|
//@}
|
|
/************************************************************************************************/
|
|
|
|
/** @name Particle Fluid Parameters
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
\brief Sets the typical distance of particles in the relaxed state of the fluid.
|
|
|
|
\param restParticleDistance The new restParticleDistance of the fluid.
|
|
*/
|
|
virtual void setRestParticleDistance(PxReal restParticleDistance) = 0;
|
|
|
|
//@}
|
|
/************************************************************************************************/
|
|
|
|
virtual const char* getConcreteTypeName() const { return "PxParticleFluid"; }
|
|
protected:
|
|
|
|
PxParticleFluid(PxRefResolver& v) : PxParticleBase(v) {}
|
|
PX_INLINE PxParticleFluid() : PxParticleBase() {}
|
|
virtual ~PxParticleFluid() {}
|
|
virtual bool isKindOf(const char* name) const { return !strcmp("PxParticleFluid", name) || PxParticleBase::isKindOf(name); }
|
|
};
|
|
|
|
PX_INLINE PxParticleFluid* PxActor::isParticleFluid() { return is<PxParticleFluid>(); }
|
|
PX_INLINE const PxParticleFluid* PxActor::isParticleFluid() const { return is<PxParticleFluid>(); }
|
|
|
|
|
|
#ifndef PX_DOXYGEN
|
|
} // namespace physx
|
|
#endif
|
|
|
|
/** @} */
|
|
#endif
|