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// 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