// // 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. #ifndef PX_PHYSICS_NP_PARTICLEFLUID #define PX_PHYSICS_NP_PARTICLEFLUID #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "NpParticleSystem.h" namespace physx { class NpParticleFluid; typedef NpParticleBaseTemplate NpParticleFluidT; class NpParticleFluid : public NpParticleFluidT { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: // PX_SERIALIZATION NpParticleFluid(PxBaseFlags baseFlags) : NpParticleFluidT(baseFlags) {} virtual void requiresObjects(PxProcessPxBaseCallback&){} virtual void exportExtraData(PxSerializationContext& stream) { mParticleSystem.exportExtraData(stream); } void importExtraData(PxDeserializationContext& context) { mParticleSystem.importExtraData(context); } static NpParticleFluid* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION NpParticleFluid(PxU32 maxParticles, bool perParticleRestOffset); virtual ~NpParticleFluid(); //--------------------------------------------------------------------------------- // PxParticleFluid implementation //--------------------------------------------------------------------------------- virtual PxActorType::Enum getType() const { return PxActorType::ePARTICLE_FLUID; } virtual void* is(PxActorType::Enum type); virtual const void* is(PxActorType::Enum type) const; virtual PxParticleFluidReadData* lockParticleFluidReadData(PxDataAccessFlags flags); virtual PxParticleFluidReadData* lockParticleFluidReadData(); virtual PxReal getStiffness() const; virtual void setStiffness(PxReal); virtual PxReal getViscosity() const; virtual void setViscosity(PxReal); virtual PxReal getRestParticleDistance() const; virtual void setRestParticleDistance(PxReal); private: typedef NpParticleBaseTemplate ParticleSystemTemplateClass; }; } #endif // PX_USE_PARTICLE_SYSTEM_API #endif