// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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(lockParticleReadData(flags)); } PxParticleFluidReadData* NpParticleFluid::lockParticleFluidReadData() { return static_cast(lockParticleReadData()); } void* NpParticleFluid::is(PxActorType::Enum type) { if (type == PxActorType::ePARTICLE_FLUID) return reinterpret_cast(static_cast(this)); else return NULL; } const void* NpParticleFluid::is(PxActorType::Enum type) const { if (type == PxActorType::ePARTICLE_FLUID) return reinterpret_cast(static_cast(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