// 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_PARTICLE_SOLVER_TYPE_H #define PX_PARTICLE_SOLVER_TYPE_H /** \addtogroup physics @{ */ #include "foundation/PxPreprocessor.h" #if !PX_DOXYGEN namespace physx { #endif #if PX_VC #pragma warning(push) #pragma warning(disable : 4435) #endif /** \brief Identifies the solver to use for a particle system. */ struct PxParticleSolverType { enum Enum { ePBD = 1 << 0, //!< The position based dynamics solver that can handle fluid, granular material, cloth, inflatables etc. See #PxPBDParticleSystem. eFLIP = 1 << 1, //!< The FLIP fluid solver. See #PxFLIPParticleSystem. eMPM = 1 << 2 //!< The MPM (material point method) solver that can handle a variety of materials. See #PxMPMParticleSystem. }; }; #if PX_VC #pragma warning(pop) #endif #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif