// 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(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