6e8fbca745
match the genesis editor version 1.3.0.653.
86 lines
3.0 KiB
C++
86 lines
3.0 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PARTICLESYSTEM_NXPARTICLEFLUIDREADDATA
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#define PX_PARTICLESYSTEM_NXPARTICLEFLUIDREADDATA
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/** \addtogroup particles
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@{
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*/
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#include "particles/PxParticleReadData.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Data layout descriptor for reading fluid particle data from the SDK.
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Additionally to PxParticleReadData, the density can be read from the SDK.
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@see PxParticleReadData PxParticleFluid.lockParticleFluidReadData()
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*/
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class PxParticleFluidReadData : public PxParticleReadData
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{
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public:
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/**
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\brief Particle density data.
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The density depends on how close particles are to each other. The density values are normalized such that:
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<ol>
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<li>
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Particles which have no neighbors (no particles closer than restParticleDistance * 2)
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will have a density of zero.
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<li>
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Particles which are at rest density (distances corresponding to restParticleDistance in the mean)
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will have a density of one.
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</ol>
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The density buffer is only guaranteed to be valid after the particle
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fluid has been simulated. Otherwise densityBuffer.ptr() is NULL. This also
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applies to particle fluids that are not assigned to a scene.
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*/
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PxStrideIterator<const PxF32> densityBuffer;
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/**
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\brief virtual destructor
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*/
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virtual ~PxParticleFluidReadData() {};
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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