// 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 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (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_PBD_PARTICLE_SYSTEM_H #define PX_PBD_PARTICLE_SYSTEM_H /** \addtogroup physics @{ */ #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxParticleSystem.h" #if !PX_DOXYGEN namespace physx { #endif #if PX_VC #pragma warning(push) #pragma warning(disable : 4435) #endif /** \brief A particle system that uses the position based dynamics(PBD) solver. The position based dynamics solver for particle systems supports behaviors like fluid, cloth, inflatables etc. */ class PxPBDParticleSystem : public PxParticleSystem { public: virtual ~PxPBDParticleSystem() {} /** \brief Set wind direction and intensity \param[in] wind The wind direction and intensity */ virtual void setWind(const PxVec3& wind) = 0; /** \brief Retrieves the wind direction and intensity. \return The wind direction and intensity */ virtual PxVec3 getWind() const = 0; /** \brief Set the fluid boundary density scale Defines how strong of a contribution the boundary (typically a rigid surface) should have on a fluid particle's density. \param[in] fluidBoundaryDensityScale Range: (0.0, 1.0) */ virtual void setFluidBoundaryDensityScale(PxReal fluidBoundaryDensityScale) = 0; /** \brief Return the fluid boundary density scale \return the fluid boundary density scale See #setFluidBoundaryDensityScale() */ virtual PxReal getFluidBoundaryDensityScale() const = 0; /** \brief Set the fluid rest offset Two fluid particles will come to rest at a distance equal to twice the fluidRestOffset value. \param[in] fluidRestOffset Range: (0, particleContactOffset) */ virtual void setFluidRestOffset(PxReal fluidRestOffset) = 0; /** \brief Return the fluid rest offset \return the fluid rest offset See #setFluidRestOffset() */ virtual PxReal getFluidRestOffset() const = 0; /** \brief Set the particle system grid size x dimension \param[in] gridSizeX x dimension in the particle grid */ virtual void setGridSizeX(PxU32 gridSizeX) = 0; /** \brief Set the particle system grid size y dimension \param[in] gridSizeY y dimension in the particle grid */ virtual void setGridSizeY(PxU32 gridSizeY) = 0; /** \brief Set the particle system grid size z dimension \param[in] gridSizeZ z dimension in the particle grid */ virtual void setGridSizeZ(PxU32 gridSizeZ) = 0; virtual const char* getConcreteTypeName() const PX_OVERRIDE { return "PxPBDParticleSystem"; } protected: PX_INLINE PxPBDParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxParticleSystem(concreteType, baseFlags) {} PX_INLINE PxPBDParticleSystem(PxBaseFlags baseFlags) : PxParticleSystem(baseFlags) {} virtual bool isKindOf(const char* name) const PX_OVERRIDE { return !::strcmp("PxPBDParticleSystem", name) || PxParticleSystem::isKindOf(name); } }; #if PX_VC #pragma warning(pop) #endif #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif