1/*
2 * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
3 *
4 * NVIDIA CORPORATION and its licensors retain all intellectual property
5 * and proprietary rights in and to this software, related documentation
6 * and any modifications thereto. Any use, reproduction, disclosure or
7 * distribution of this software and related documentation without an express
8 * license agreement from NVIDIA CORPORATION is strictly prohibited.
9 */
10// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
11// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
12
13
14#ifndef PX_PARTICLESYSTEM_NXPARTICLEFLUIDREADDATA
15#define PX_PARTICLESYSTEM_NXPARTICLEFLUIDREADDATA
16/** \addtogroup particles
17 @{
18*/
19
20#include "particles/PxParticleReadData.h"
21
22#ifndef PX_DOXYGEN
23namespace physx
24{
25#endif
26
27/**
28\brief Data layout descriptor for reading fluid particle data from the SDK.
29
30Additionally to PxParticleReadData, the density can be read from the SDK.
31@see PxParticleReadData PxParticleFluid.lockParticleFluidReadData()
32*/
33class PxParticleFluidReadData : public PxParticleReadData
34 {
35 public:
36
37 /**
38 \brief Particle density data.
39
40 The density depends on how close particles are to each other. The density values are normalized such that:
41 <ol>
42 <li>
43 Particles which have no neighbors (no particles closer than restParticleDistance * 2)
44 will have a density of zero.
45 <li>
46 Particles which are at rest density (distances corresponding to restParticleDistance in the mean)
47 will have a density of one.
48 </ol>
49
50 The density buffer is only guaranteed to be valid after the particle
51 fluid has been simulated. Otherwise densityBuffer.ptr() is NULL. This also
52 applies to particle fluids that are not assigned to a scene.
53 */
54 PxStrideIterator<const PxF32> densityBuffer;
55
56 /**
57 \brief virtual destructor
58 */
59 virtual ~PxParticleFluidReadData() {}
60
61 };
62
63#ifndef PX_DOXYGEN
64} // namespace physx
65#endif
66
67/** @} */
68#endif
69