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