diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/particles/PxParticleSystem.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Include/particles/PxParticleSystem.h')
| -rw-r--r-- | PhysX_3.4/Include/particles/PxParticleSystem.h | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/particles/PxParticleSystem.h b/PhysX_3.4/Include/particles/PxParticleSystem.h new file mode 100644 index 00000000..5e74e392 --- /dev/null +++ b/PhysX_3.4/Include/particles/PxParticleSystem.h @@ -0,0 +1,85 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 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_PHYSICS_PX_PARTICLESYSTEM +#define PX_PHYSICS_PX_PARTICLESYSTEM +/** \addtogroup particles + @{ +*/ + +#include "particles/PxParticleBase.h" + +#if !PX_DOXYGEN +namespace physx +{ +#endif + +/** +\brief The particle system class represents the main module for particle based simulation. (deprecated) + +This class inherits the properties of the PxParticleBase class. + +The particle system class manages a set of particles. Particles can be created, released and updated directly through the API. +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. + +Particles collide with static and dynamic shapes. They are also affected by the scene gravity and a user force, +as well as global velocity damping. When a particle collides, a particle flag is raised corresponding to the type of +actor, static or dynamic, it collided with. Additionally a shape can be flagged as a drain (See PxShapeFlag), in order to get a corresponding +particle flag raised when a collision occurs. This information can be used to delete particles. + +The particles of a particle system don't collide with each other. In order to simulate particle-particle interactions use the +subclass PxParticleFluid. + +\deprecated The PhysX particle feature has been deprecated in PhysX version 3.4 + +@see PxParticleBase, PxParticleReadData, PxPhysics.createParticleSystem +*/ +class PX_DEPRECATED PxParticleSystem : public PxParticleBase +{ +public: + + virtual const char* getConcreteTypeName() const { return "PxParticleSystem"; } + +/************************************************************************************************/ + +protected: + PX_INLINE PxParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxParticleBase(concreteType, baseFlags) {} + PX_INLINE PxParticleSystem(PxBaseFlags baseFlags) : PxParticleBase(baseFlags) {} + virtual ~PxParticleSystem() {} + virtual bool isKindOf(const char* name) const { return !::strcmp("PxParticleSystem", name) || PxParticleBase::isKindOf(name); } + +}; + +#if !PX_DOXYGEN +} // namespace physx +#endif + +/** @} */ +#endif |