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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/Source/PhysX/src/particles/NpParticleFluid.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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Initial commit:
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.
+
+#include "PxPhysXConfig.h"
+
+#if PX_USE_PARTICLE_SYSTEM_API
+
+#include "NpParticleFluid.h"
+#include "ScbParticleSystem.h"
+#include "NpWriteCheck.h"
+#include "NpReadCheck.h"
+
+using namespace physx;
+
+NpParticleFluid::NpParticleFluid(PxU32 maxParticles, bool perParticleRestOffset)
+: ParticleSystemTemplateClass(PxConcreteType::ePARTICLE_FLUID, PxBaseFlag::eOWNS_MEMORY | PxBaseFlag::eIS_RELEASABLE, PxActorType::ePARTICLE_FLUID, maxParticles, perParticleRestOffset)
+{}
+
+NpParticleFluid::~NpParticleFluid()
+{
+}
+
+// PX_SERIALIZATION
+NpParticleFluid* NpParticleFluid::createObject(PxU8*& address, PxDeserializationContext& context)
+{
+ NpParticleFluid* obj = new (address) NpParticleFluid(PxBaseFlag::eIS_RELEASABLE);
+ address += sizeof(NpParticleFluid);
+ obj->importExtraData(context);
+ obj->resolveReferences(context);
+ return obj;
+}
+//~PX_SERIALIZATION
+
+PxParticleFluidReadData* NpParticleFluid::lockParticleFluidReadData(PxDataAccessFlags flags)
+{
+ return static_cast<PxParticleFluidReadData*>(lockParticleReadData(flags));
+}
+
+PxParticleFluidReadData* NpParticleFluid::lockParticleFluidReadData()
+{
+ return static_cast<PxParticleFluidReadData*>(lockParticleReadData());
+}
+
+void* NpParticleFluid::is(PxActorType::Enum type)
+{
+ if (type == PxActorType::ePARTICLE_FLUID)
+ return reinterpret_cast<void*>(static_cast<PxParticleFluid*>(this));
+ else
+ return NULL;
+}
+
+
+const void* NpParticleFluid::is(PxActorType::Enum type) const
+{
+ if (type == PxActorType::ePARTICLE_FLUID)
+ return reinterpret_cast<const void*>(static_cast<const PxParticleFluid*>(this));
+ else
+ return NULL;
+}
+
+
+PxReal NpParticleFluid::getStiffness() const
+{
+ NP_READ_CHECK(getNpScene());
+ return getScbParticleSystem().getStiffness();
+}
+
+
+void NpParticleFluid::setStiffness(PxReal s)
+{
+ NP_WRITE_CHECK(getNpScene());
+ PX_CHECK_AND_RETURN(s > 0.0f,"Stiffness needs to be positive, PxParticleFluid::setStiffness() ignored.");
+ getScbParticleSystem().setStiffness(s);
+}
+
+
+PxReal NpParticleFluid::getViscosity() const
+{
+ NP_READ_CHECK(getNpScene());
+ return getScbParticleSystem().getViscosity();
+}
+
+
+void NpParticleFluid::setViscosity(PxReal v)
+{
+ NP_WRITE_CHECK(getNpScene());
+ PX_CHECK_AND_RETURN(v > 0.0f,"Viscosity needs to be positive, PxParticleFluid::setViscosity() ignored.");
+ getScbParticleSystem().setViscosity(v);
+}
+
+
+PxReal NpParticleFluid::getRestParticleDistance() const
+{
+ NP_READ_CHECK(getNpScene());
+ return getScbParticleSystem().getRestParticleDistance();
+}
+
+void NpParticleFluid::setRestParticleDistance(PxReal r)
+{
+ NP_WRITE_CHECK(getNpScene());
+ PX_CHECK_AND_RETURN(r > 0.0f,"RestParticleDistance needs to be positive, PxParticleFluid::setRestParticleDistance() ignored.");
+ PX_CHECK_AND_RETURN(!getScbParticleSystem().getScParticleSystem().getSim(),"RestParticleDistance immutable when the particle system is part of a scene.");
+ getScbParticleSystem().setRestParticleDistance(r);
+}
+
+#endif // PX_USE_PARTICLE_SYSTEM_API