aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxParticleCreationData_8h-source.html
blob: 123c67208b82d3675b0fb834b6170eaa92d0f54a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleCreationData.h Source File</title>
		<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
		<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
	</head>

	<body bgcolor="#FFFFFF">
		<div id="header">
			<hr class="first">
			<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
			<center>
				<a class="qindex" href="main.html">Main Page</a> &nbsp; 
				<a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; 
				<a class="qindex" href="annotated.html">Compound List</a> &nbsp; 
				<a class="qindex" href="functions.html">Compound Members</a> &nbsp;  
			</center>
			<hr class="second">
		</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxParticleCreationData.h</h1><a href="PxParticleCreationData_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">//  * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">//    notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">//    notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">//    documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">//    contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">//    from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span>
<a name="l00029"></a>00029 
<a name="l00030"></a>00030 
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PARTICLESYSTEM_NXPARTICLECREATIONDATA</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PARTICLESYSTEM_NXPARTICLECREATIONDATA</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxVec3_8h.html">foundation/PxVec3.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxStrideIterator_8h.html">foundation/PxStrideIterator.h</a>"</span>
<a name="l00040"></a>00040 
<a name="l00041"></a>00041 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00042"></a>00042 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00043"></a>00043 {
<a name="l00044"></a>00044 <span class="preprocessor">#endif</span>
<a name="l00045"></a>00045 <span class="preprocessor"></span>
<a name="l00056"></a><a class="code" href="classPxParticleCreationData.html">00056</a> <span class="keyword">class </span><a class="code" href="group__foundation.html#gfd8f8779793627061774cfcfa1b9fbd7">PX_DEPRECATED</a> <a class="code" href="classPxParticleCreationData.html" title="Descriptor-like user-side class describing buffers for particle creation. (deprecated)...">PxParticleCreationData</a>
<a name="l00057"></a>00057 {
<a name="l00058"></a>00058 <span class="keyword">public</span>:
<a name="l00059"></a>00059 
<a name="l00063"></a><a class="code" href="classPxParticleCreationData.html#c47b71e518d2ccea3e2b8ef45533f5b8">00063</a>     <a class="code" href="namespacephysx.html#9b7fbd746d18bf5b6545713a8d818f41">PxU32</a>                                   numParticles;
<a name="l00064"></a>00064 
<a name="l00070"></a><a class="code" href="classPxParticleCreationData.html#16fe55135333e1d4826736dc7464afd2">00070</a>     <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxU32&gt;</a>           indexBuffer;
<a name="l00071"></a>00071 
<a name="l00077"></a><a class="code" href="classPxParticleCreationData.html#358108779dca1956c3870171162fb5c3">00077</a>     <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxVec3&gt;</a>          positionBuffer;
<a name="l00078"></a>00078 
<a name="l00084"></a><a class="code" href="classPxParticleCreationData.html#0591920455dcc59ecb328c38ba128c05">00084</a>     <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxVec3&gt;</a>          velocityBuffer;
<a name="l00085"></a>00085 
<a name="l00093"></a><a class="code" href="classPxParticleCreationData.html#ced8208b2ab0e000b72050e1cb9562cc">00093</a>     <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxF32&gt;</a>           restOffsetBuffer;
<a name="l00094"></a>00094 
<a name="l00105"></a><a class="code" href="classPxParticleCreationData.html#f3865a2e362b57f573c5b82f73748a41">00105</a>     <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxU32&gt;</a>           flagBuffer;
<a name="l00106"></a>00106 
<a name="l00110"></a>00110     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
<a name="l00111"></a>00111     
<a name="l00115"></a>00115     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00116"></a>00116 
<a name="l00120"></a>00120     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>   <a class="code" href="classPxParticleCreationData.html" title="Descriptor-like user-side class describing buffers for particle creation. (deprecated)...">PxParticleCreationData</a>();
<a name="l00121"></a>00121 };
<a name="l00122"></a>00122 
<a name="l00123"></a><a class="code" href="group__particles.html#g8946abea4ff273cbecd459cd74e83f79">00123</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__particles.html#g8946abea4ff273cbecd459cd74e83f79" title="Constructor sets to default.">PxParticleCreationData::PxParticleCreationData</a>()
<a name="l00124"></a>00124 {
<a name="l00125"></a>00125     <a class="code" href="classPxParticleCreationData.html#16fe55135333e1d4826736dc7464afd2" title="Particle index data.">indexBuffer</a>                 = <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxU32&gt;</a>();
<a name="l00126"></a>00126     <a class="code" href="classPxParticleCreationData.html#358108779dca1956c3870171162fb5c3" title="Particle position data.">positionBuffer</a>              = <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxVec3&gt;</a>();
<a name="l00127"></a>00127     <a class="code" href="classPxParticleCreationData.html#0591920455dcc59ecb328c38ba128c05" title="Particle velocity data.">velocityBuffer</a>              = <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxVec3&gt;</a>();
<a name="l00128"></a>00128     <a class="code" href="classPxParticleCreationData.html#ced8208b2ab0e000b72050e1cb9562cc" title="Particle rest offset data.">restOffsetBuffer</a>            = <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxF32&gt;</a>();
<a name="l00129"></a>00129     <a class="code" href="classPxParticleCreationData.html#f3865a2e362b57f573c5b82f73748a41" title="Particle flags.">flagBuffer</a>                  = <a class="code" href="classPxStrideIterator.html">PxStrideIterator&lt;const PxU32&gt;</a>();
<a name="l00130"></a>00130 }
<a name="l00131"></a>00131 
<a name="l00132"></a><a class="code" href="group__particles.html#g565e686111afbbdaf07c2bd8b149efb6">00132</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__particles.html#g565e686111afbbdaf07c2bd8b149efb6" title="(Re)sets the structure to the default.">PxParticleCreationData::setToDefault</a>()
<a name="l00133"></a>00133 {
<a name="l00134"></a>00134     *<span class="keyword">this</span> = <a class="code" href="group__particles.html#g8946abea4ff273cbecd459cd74e83f79" title="Constructor sets to default.">PxParticleCreationData</a>();
<a name="l00135"></a>00135 }
<a name="l00136"></a>00136 
<a name="l00137"></a><a class="code" href="group__particles.html#g4704c9569fda58e36cd791d9b106247b">00137</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__particles.html#g4704c9569fda58e36cd791d9b106247b" title="Returns true if the current settings are valid.">PxParticleCreationData::isValid</a>()<span class="keyword"> const</span>
<a name="l00138"></a>00138 <span class="keyword"></span>{
<a name="l00139"></a>00139     <span class="keywordflow">if</span> (<a class="code" href="classPxParticleCreationData.html#c47b71e518d2ccea3e2b8ef45533f5b8" title="The number of particles stored in the buffer.">numParticles</a> &gt; 0 &amp;&amp; !(<a class="code" href="classPxParticleCreationData.html#16fe55135333e1d4826736dc7464afd2" title="Particle index data.">indexBuffer</a>.<a class="code" href="classPxStrideIterator.html#02ce9aba790d7ae3842376c5e9f34adb" title="Get pointer to element.">ptr</a>() &amp;&amp; <a class="code" href="classPxParticleCreationData.html#358108779dca1956c3870171162fb5c3" title="Particle position data.">positionBuffer</a>.<a class="code" href="classPxStrideIterator.html#02ce9aba790d7ae3842376c5e9f34adb" title="Get pointer to element.">ptr</a>())) <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00140"></a>00140     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00141"></a>00141 }
<a name="l00142"></a>00142 
<a name="l00143"></a>00143 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00144"></a>00144 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00145"></a>00145 <span class="preprocessor">#endif</span>
<a name="l00146"></a>00146 <span class="preprocessor"></span>
<a name="l00148"></a>00148 <span class="preprocessor">#endif</span>
</pre></div></div>

<hr style="width: 100%; height: 2px;"><br>
Copyright &copy; 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>