physxCAPI/physxCDLL/include/geometry/PxParticleSystemGeometry.h

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2023 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_PARTICLESYSTEM_GEOMETRY_H
#define PX_PARTICLESYSTEM_GEOMETRY_H
/** \addtogroup geomutils
@{
*/
#include "geometry/PxGeometry.h"
#include "common/PxCoreUtilityTypes.h"
#include "foundation/PxBounds3.h"
#include "foundation/PxVec4.h"
#include "PxParticleSystem.h"
#include "PxParticleSolverType.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Particle system geometry class.
*/
class PxParticleSystemGeometry : public PxGeometry
{
public:
/**
\brief Default constructor.
Creates an empty object with no particles.
*/
PX_INLINE PxParticleSystemGeometry() : PxGeometry(PxGeometryType::ePARTICLESYSTEM){}
/**
\brief Copy constructor.
\param[in] that Other object
*/
PX_INLINE PxParticleSystemGeometry(const PxParticleSystemGeometry& that) : PxGeometry(that) {}
/**
\brief Assignment operator
*/
PX_INLINE void operator=(const PxParticleSystemGeometry& that)
{
mType = that.mType;
mSolverType = that.mSolverType;
}
/**
\brief Returns true if the geometry is valid.
\return True if the current settings are valid for shape creation.
@see PxRigidActor::createShape, PxPhysics::createShape
*/
PX_FORCE_INLINE bool isValid() const
{
if(mType != PxGeometryType::ePARTICLESYSTEM)
return false;
return true;
}
PxParticleSolverType::Enum mSolverType;
};
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif