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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/particles/PxParticleSystem.h
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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