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_PHYSICS_PX_PARTICLESYSTEM |
15 | #define PX_PHYSICS_PX_PARTICLESYSTEM |
16 | /** \addtogroup particles |
17 | @{ |
18 | */ |
19 | |
20 | #include "particles/PxParticleBase.h" |
21 | |
22 | #ifndef PX_DOXYGEN |
23 | namespace physx |
24 | { |
25 | #endif |
26 | |
27 | /** |
28 | \brief The particle system class represents the main module for particle based simulation. |
29 | |
30 | This class inherits the properties of the PxParticleBase class. |
31 | |
32 | The particle system class manages a set of particles. Particles can be created, released and updated directly through the API. |
33 | When a particle is created the user gets an id for it which can be used to address the particle until it is released again. |
34 | |
35 | Particles collide with static and dynamic shapes. They are also affected by the scene gravity and a user force, |
36 | as well as global velocity damping. When a particle collides, a particle flag is raised corresponding to the type of |
37 | actor, static or dynamic, it collided with. Additionally a shape can be flagged as a drain (See PxShapeFlag), in order to get a corresponding |
38 | particle flag raised when a collision occurs. This information can be used to delete particles. |
39 | |
40 | The particles of a particle system don't collide with each other. In order to simulate particle-particle interactions use the |
41 | subclass PxParticleFluid. |
42 | |
43 | @see PxParticleBase, PxParticleReadData, PxPhysics.createParticleSystem |
44 | */ |
45 | class PxParticleSystem : public PxParticleBase |
46 | { |
47 | public: |
48 | |
49 | virtual const char* getConcreteTypeName() const { return "PxParticleSystem" ; } |
50 | |
51 | /************************************************************************************************/ |
52 | |
53 | protected: |
54 | PX_INLINE PxParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxParticleBase(concreteType, baseFlags) {} |
55 | PX_INLINE PxParticleSystem(PxBaseFlags baseFlags) : PxParticleBase(baseFlags) {} |
56 | virtual ~PxParticleSystem() {} |
57 | virtual bool isKindOf(const char* name) const { return !strcmp("PxParticleSystem" , name) || PxParticleBase::isKindOf(name); } |
58 | |
59 | }; |
60 | |
61 | PX_DEPRECATED PX_INLINE PxParticleSystem* PxActor::isParticleSystem() { return is<PxParticleSystem>(); } |
62 | PX_DEPRECATED PX_INLINE const PxParticleSystem* PxActor::isParticleSystem() const { return is<PxParticleSystem>(); } |
63 | |
64 | |
65 | #ifndef PX_DOXYGEN |
66 | } // namespace physx |
67 | #endif |
68 | |
69 | /** @} */ |
70 | #endif |
71 | |