NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleBase Class Reference

NVIDIA PhysX API

PxParticleBase Class Reference
[particles (deprecated)]

The particle base class represents the shared module for particle based simulation. This class can't be instantiated. (deprecated). More...

#include <PxParticleBase.h>

Inheritance diagram for PxParticleBase:
Collaboration diagram for PxParticleBase:

List of all members.


Public Member Functions

virtual void setParticleBaseFlag (PxParticleBaseFlag::Enum flag, bool val)=0
 Sets particle system flags.
virtual PxParticleBaseFlags getParticleBaseFlags () const =0
 Returns particle system flags.
Particle Access and Manipulation
virtual PxParticleReadDatalockParticleReadData (PxDataAccessFlags flags)=0
 Locks the particle data and provides the data descriptor for accessing the particles. After reading from the buffers the application needs to call PxParticleReadData::unlock() before any SDK operation can access the buffers. Particularly the buffers need to be unlocked before calling PxParticleBase::lockParticleReadData(), PxParticleBase::createParticles(), PxParticleBase::releaseParticles(), PxScene::fetchResults().
virtual PxParticleReadDatalockParticleReadData ()=0
 Locks the particle read data and provides the data descriptor for accessing the particles.
virtual bool createParticles (const PxParticleCreationData &creationData)=0
 Creates new particles.
virtual void releaseParticles (PxU32 numParticles, const PxStrideIterator< const PxU32 > &indexBuffer)=0
 Releases particles.
virtual void releaseParticles ()=0
 Releases all particles.
virtual void setPositions (PxU32 numParticles, const PxStrideIterator< const PxU32 > &indexBuffer, const PxStrideIterator< const PxVec3 > &positionBuffer)=0
 Sets particle positions.
virtual void setVelocities (PxU32 numParticles, const PxStrideIterator< const PxU32 > &indexBuffer, const PxStrideIterator< const PxVec3 > &velocityBuffer)=0
 Sets particle velocities.
virtual void setRestOffsets (PxU32 numParticles, const PxStrideIterator< const PxU32 > &indexBuffer, const PxStrideIterator< const PxF32 > &restOffsetBuffer)=0
 Sets particle rest offsets.
virtual void addForces (PxU32 numParticles, const PxStrideIterator< const PxU32 > &indexBuffer, const PxStrideIterator< const PxVec3 > &forceBuffer, PxForceMode::Enum forceMode)=0
 Set forces to be applied to the particles when the simulation starts.
ParticleBase Parameters
virtual PxReal getDamping () const =0
 Returns the particle system damping.
virtual void setDamping (PxReal damp)=0
 Sets the particle system damping (must be nonnegative).
virtual PxVec3 getExternalAcceleration () const =0
 Returns the external acceleration applied to each particle at each time step.
virtual void setExternalAcceleration (const PxVec3 &acceleration)=0
 Sets the external acceleration applied to each particle at each time step.
virtual void getProjectionPlane (PxVec3 &normal, PxReal &distance) const =0
 Returns the plane the particles are projected to.
virtual void setProjectionPlane (const PxVec3 &normal, PxReal distance)=0
 Sets the plane the particles are projected to.
Collisions
virtual PxReal getParticleMass () const =0
 Returns the mass of a particle.
virtual void setParticleMass (PxReal mass)=0
 Sets the mass of a particle.
virtual PxReal getRestitution () const =0
 Returns the restitution used for collision with shapes.
virtual void setRestitution (PxReal rest)=0
 Sets the restitution used for collision with shapes.
virtual PxReal getDynamicFriction () const =0
 Returns the dynamic friction used for collision with shapes.
virtual void setDynamicFriction (PxReal friction)=0
 Sets the dynamic friction used for collision with shapes.
virtual PxReal getStaticFriction () const =0
 Returns the static friction used for collision with shapes.
virtual void setStaticFriction (PxReal friction)=0
 Sets the static friction used for collision with shapes.
Collision Filtering
virtual void setSimulationFilterData (const PxFilterData &data)=0
 Sets the user definable collision filter data.
virtual PxFilterData getSimulationFilterData () const =0
 Retrieves the object's collision filter data.

ParticleSystem Property Read Back

virtual PxU32 getMaxParticles () const =0
 Returns the maximum number of particles for this particle system.
virtual PxReal getMaxMotionDistance () const =0
 Returns the maximal motion distance (the particle can move the maximal distance of getMaxMotionDistance() during one timestep).
virtual void setMaxMotionDistance (PxReal distance)=0
 Sets the maximal motion distance (the particle can move the maximal distance during one timestep). Immutable when the particle system is part of a scene.
virtual PxReal getRestOffset () const =0
 Returns the distance between particles and collision geometry, which is maintained during simulation.
virtual void setRestOffset (PxReal restOffset)=0
 Sets the distance between particles and collision geometry, which is maintained during simulation. If per particle restOffsets are used, they need to be in the range [0.0f, restOffset]. Immutable when the particle system is part of a scene.
virtual PxReal getContactOffset () const =0
 Returns the distance at which contacts are generated between particles and collision geometry.
virtual void setContactOffset (PxReal contactOffset)=0
 Sets the distance at which contacts are generated between particles and collision geometry. Immutable when the particle system is part of a scene.
virtual PxReal getGridSize () const =0
 Returns the particle grid size used for internal spatial data structures.
virtual void setGridSize (PxReal gridSize)=0
 Sets the particle grid size used for internal spatial data structures. Immutable when the particle system is part of a scene. The actual grid size used might differ from the grid size set in the setGridSize().
virtual PxParticleReadDataFlags getParticleReadDataFlags () const =0
 Returns particle read data flags.
virtual void setParticleReadDataFlag (PxParticleReadDataFlag::Enum flag, bool val)=0
 Sets particle read data flags.
PX_INLINE PxParticleBase (PxType concreteType, PxBaseFlags baseFlags)
PX_INLINE PxParticleBase (PxBaseFlags baseFlags)
virtual ~PxParticleBase ()
virtual bool isKindOf (const char *name) const
 Returns whether a given type name matches with the type of this instance.

Detailed Description

The particle base class represents the shared module for particle based simulation. This class can't be instantiated. (deprecated).

The particle base class manages a set of particles. Particles can be created, released and updated directly through the API. When a particle is created the user gets an index for it which can be used to address the particle until it is released again.

Particles collide with static and dynamic shapes. They are also affected by the scene gravity and a user force, as well as global velocity damping. When a particle collides, a particle flag is raised corresponding to the type of actor, static or dynamic, it collided with. Additionally a shape can be flagged as a drain (See PxShapeFlag), in order to get a corresponding particle flag raised when a collision occurs. This information can be used to delete particles.

Deprecated:
The PhysX particle feature has been deprecated in PhysX version 3.4
See also:
PxParticleCreationData, PxParticleReadData, PxShapeFlag, PxParticleSystem, PxParticleFluid

Constructor & Destructor Documentation

PX_INLINE PxParticleBase::PxParticleBase ( PxType  concreteType,
PxBaseFlags  baseFlags 
) [inline, protected]

PX_INLINE PxParticleBase::PxParticleBase ( PxBaseFlags  baseFlags  )  [inline, protected]

virtual PxParticleBase::~PxParticleBase (  )  [inline, protected, virtual]


Member Function Documentation

virtual void PxParticleBase::addForces ( PxU32  numParticles,
const PxStrideIterator< const PxU32 > &  indexBuffer,
const PxStrideIterator< const PxVec3 > &  forceBuffer,
PxForceMode::Enum  forceMode 
) [pure virtual]

Set forces to be applied to the particles when the simulation starts.

This call is ignored on particle system that aren't assigned to a scene.

Parameters:
numParticles Number of particle updates.
indexBuffer Structure describing indices of particles that should be updated. (Has to be consistent with numParticles).
forceBuffer Structure describing values for particle updates depending on forceMode. (Has to be consistent with numParticles).
forceMode Describes type of update.

virtual bool PxParticleBase::createParticles ( const PxParticleCreationData creationData  )  [pure virtual]

Creates new particles.

The PxParticleCreationData descriptor is used to create new particles based on the provided PxParticleCreationData. Providing particle indices and positions is mandatory. Indices need to be consistent with the available particle slots within the range [0, maxParticles-1]. The new particles can be immediately read from the application readable particle data, PxParticleReadData.

Parameters:
creationData specifies particle attributes for the particles to be created. (all buffers set have to be consistent with numParticles).
Returns:
whether the operation was successful.
See also:
PxParticleCreationData, PxParticleReadData, PxParticlesExt.IndexPool

virtual PxReal PxParticleBase::getContactOffset (  )  const [pure virtual]

Returns the distance at which contacts are generated between particles and collision geometry.

Returns:
contact offset.

virtual PxReal PxParticleBase::getDamping (  )  const [pure virtual]

Returns the particle system damping.

Returns:
The particle system damping.

virtual PxReal PxParticleBase::getDynamicFriction (  )  const [pure virtual]

Returns the dynamic friction used for collision with shapes.

Returns:
The dynamic friction.

virtual PxVec3 PxParticleBase::getExternalAcceleration (  )  const [pure virtual]

Returns the external acceleration applied to each particle at each time step.

Returns:
The external acceleration applied to particles.

virtual PxReal PxParticleBase::getGridSize (  )  const [pure virtual]

Returns the particle grid size used for internal spatial data structures.

The actual grid size used might differ from the grid size set in the setGridSize().

Returns:
The grid size.

virtual PxReal PxParticleBase::getMaxMotionDistance (  )  const [pure virtual]

Returns the maximal motion distance (the particle can move the maximal distance of getMaxMotionDistance() during one timestep).

Returns:
maximum motion distance.

virtual PxU32 PxParticleBase::getMaxParticles (  )  const [pure virtual]

Returns the maximum number of particles for this particle system.

Returns:
Max number of particles for this particle system.

virtual PxParticleBaseFlags PxParticleBase::getParticleBaseFlags (  )  const [pure virtual]

Returns particle system flags.

Returns:
The current flag values.

virtual PxReal PxParticleBase::getParticleMass (  )  const [pure virtual]

Returns the mass of a particle.

Returns:
Particle mass.

virtual PxParticleReadDataFlags PxParticleBase::getParticleReadDataFlags (  )  const [pure virtual]

Returns particle read data flags.

Returns:
The particle read data flags.
See also:
PxParticleReadDataFlags

virtual void PxParticleBase::getProjectionPlane ( PxVec3 normal,
PxReal &  distance 
) const [pure virtual]

Returns the plane the particles are projected to.

Parameters:
[out] normal Particle projection plane normal
[out] distance Particle projection plane constant term

virtual PxReal PxParticleBase::getRestitution (  )  const [pure virtual]

Returns the restitution used for collision with shapes.

Returns:
The restitution.

virtual PxReal PxParticleBase::getRestOffset (  )  const [pure virtual]

Returns the distance between particles and collision geometry, which is maintained during simulation.

Returns:
rest offset.

virtual PxFilterData PxParticleBase::getSimulationFilterData (  )  const [pure virtual]

Retrieves the object's collision filter data.

See also:
setSimulationFilterData()

virtual PxReal PxParticleBase::getStaticFriction (  )  const [pure virtual]

Returns the static friction used for collision with shapes.

Returns:
The static friction.

virtual bool PxParticleBase::isKindOf ( const char *  superClass  )  const [inline, protected, virtual]

Returns whether a given type name matches with the type of this instance.

Reimplemented from PxActor.

Reimplemented in PxParticleFluid, and PxParticleSystem.

References PxActor::isKindOf().

Referenced by PxParticleSystem::isKindOf(), and PxParticleFluid::isKindOf().

virtual PxParticleReadData* PxParticleBase::lockParticleReadData (  )  [pure virtual]

Locks the particle read data and provides the data descriptor for accessing the particles.

Note:
This method does the same as lockParticleReadData(PxDataAccessFlags::eREADABLE)
See also:
PxParticleReadData

virtual PxParticleReadData* PxParticleBase::lockParticleReadData ( PxDataAccessFlags  flags  )  [pure virtual]

Locks the particle data and provides the data descriptor for accessing the particles. After reading from the buffers the application needs to call PxParticleReadData::unlock() before any SDK operation can access the buffers. Particularly the buffers need to be unlocked before calling PxParticleBase::lockParticleReadData(), PxParticleBase::createParticles(), PxParticleBase::releaseParticles(), PxScene::fetchResults().

Parameters:
flags If PxDataAccessFlag::eDEVICE is specified for GPU particles then pointers to GPU memory will be returned otherwise it will be ignored.
Note:
PxDataAccessFlag::eWRITEABLE is not supported and will be ignored

If using PxDataAccessFlag::eDEVICE, newly created particles will not become visible in the GPU buffers until a subsequent simulation step has completed

See also:
PxParticleReadData

virtual void PxParticleBase::releaseParticles (  )  [pure virtual]

Releases all particles.

Application readable particle data is updated accordingly.

virtual void PxParticleBase::releaseParticles ( PxU32  numParticles,
const PxStrideIterator< const PxU32 > &  indexBuffer 
) [pure virtual]

Releases particles.

Particles corresponding to passed indices are released. Releasing a particle will immediately mark the particle in the application readable particle data, PxParticleReadData, as being invalid, removing PxParticleFlag::eVALID. Passing duplicate indices is not allowed.

Parameters:
numParticles Number of particles to be released.
indexBuffer Structure describing indices of particles that should be deleted. (Has to be consistent with numParticles).
See also:
PxParticleReadData

virtual void PxParticleBase::setContactOffset ( PxReal  contactOffset  )  [pure virtual]

Sets the distance at which contacts are generated between particles and collision geometry. Immutable when the particle system is part of a scene.

Parameters:
contactOffset New contactOffset value.

virtual void PxParticleBase::setDamping ( PxReal  damp  )  [pure virtual]

Sets the particle system damping (must be nonnegative).

Parameters:
damp The new particle system damping.

virtual void PxParticleBase::setDynamicFriction ( PxReal  friction  )  [pure virtual]

Sets the dynamic friction used for collision with shapes.

Must be between 0 and 1.

Parameters:
friction The new dynamic friction

virtual void PxParticleBase::setExternalAcceleration ( const PxVec3 acceleration  )  [pure virtual]

Sets the external acceleration applied to each particle at each time step.

Parameters:
acceleration External acceleration to apply to particles.
See also:
getExternalAcceleration()

virtual void PxParticleBase::setGridSize ( PxReal  gridSize  )  [pure virtual]

Sets the particle grid size used for internal spatial data structures. Immutable when the particle system is part of a scene. The actual grid size used might differ from the grid size set in the setGridSize().

Parameters:
gridSize New gridSize value.

virtual void PxParticleBase::setMaxMotionDistance ( PxReal  distance  )  [pure virtual]

Sets the maximal motion distance (the particle can move the maximal distance during one timestep). Immutable when the particle system is part of a scene.

Parameters:
distance New Max motionDistance value.

virtual void PxParticleBase::setParticleBaseFlag ( PxParticleBaseFlag::Enum  flag,
bool  val 
) [pure virtual]

Sets particle system flags.

Parameters:
flag Member of PxParticleBaseFlag.
val New flag value.

virtual void PxParticleBase::setParticleMass ( PxReal  mass  )  [pure virtual]

Sets the mass of a particle.

Parameters:
mass The particle mass.

virtual void PxParticleBase::setParticleReadDataFlag ( PxParticleReadDataFlag::Enum  flag,
bool  val 
) [pure virtual]

Sets particle read data flags.

Parameters:
flag Member of PxParticleReadDataFlag.
val New flag value.
See also:
PxParticleReadDataFlags

virtual void PxParticleBase::setPositions ( PxU32  numParticles,
const PxStrideIterator< const PxU32 > &  indexBuffer,
const PxStrideIterator< const PxVec3 > &  positionBuffer 
) [pure virtual]

Sets particle positions.

Directly sets the positions of particles. The supplied positions are used to change particles in the order of the indices listed in the index buffer. Duplicate indices are allowed. A position buffer of stride zero is allowed. Application readable particle data is updated accordingly.

Parameters:
numParticles Number of particle updates.
indexBuffer Structure describing indices of particles that should be updated. (Has to be consistent with numParticles).
positionBuffer Structure describing positions for position updates. (Has to be consistent with numParticles).

virtual void PxParticleBase::setProjectionPlane ( const PxVec3 normal,
PxReal  distance 
) [pure virtual]

Sets the plane the particles are projected to.

Points p on the plane have to fulfill the equation:

(normal.x * p.x) + (normal.y * p.y) + (normal.z * p.z) + d = 0

Parameters:
[in] normal Particle projection plane normal
[in] distance Particle projection plane constant term

virtual void PxParticleBase::setRestitution ( PxReal  rest  )  [pure virtual]

Sets the restitution used for collision with shapes.

Must be between 0 and 1.

Parameters:
rest The new restitution.

virtual void PxParticleBase::setRestOffset ( PxReal  restOffset  )  [pure virtual]

Sets the distance between particles and collision geometry, which is maintained during simulation. If per particle restOffsets are used, they need to be in the range [0.0f, restOffset]. Immutable when the particle system is part of a scene.

Parameters:
restOffset New restOffset value.

virtual void PxParticleBase::setRestOffsets ( PxU32  numParticles,
const PxStrideIterator< const PxU32 > &  indexBuffer,
const PxStrideIterator< const PxF32 > &  restOffsetBuffer 
) [pure virtual]

Sets particle rest offsets.

Directly sets the rest offsets of particles. The supplied rest offsets are used to change particles in the order of the indices listed in the index buffer. The provided offsets need to be in the range [0.0f, restOffset]. Duplicate indices are allowed. A rest offset buffer of stride zero is allowed. Application readable particle data is updated accordingly.

Parameters:
numParticles Number of particle updates.
indexBuffer Structure describing indices of particles that should be updated. (Has to be consistent with numParticles).
restOffsetBuffer Structure describing rest offsets for rest offset updates. (Has to be consistent with numParticles).
See also:
PxParticleBaseFlag.ePER_PARTICLE_REST_OFFSET

virtual void PxParticleBase::setSimulationFilterData ( const PxFilterData data  )  [pure virtual]

Sets the user definable collision filter data.

See also:
getSimulationFilterData()

virtual void PxParticleBase::setStaticFriction ( PxReal  friction  )  [pure virtual]

Sets the static friction used for collision with shapes.

Must be non-negative.

Parameters:
friction The new static friction

virtual void PxParticleBase::setVelocities ( PxU32  numParticles,
const PxStrideIterator< const PxU32 > &  indexBuffer,
const PxStrideIterator< const PxVec3 > &  velocityBuffer 
) [pure virtual]

Sets particle velocities.

Directly sets the velocities of particles. The supplied velocities are used to change particles in the order of the indices listed in the index buffer. Duplicate indices are allowed. A velocity buffer of stride zero is allowed. Application readable particle data is updated accordingly.

Parameters:
numParticles Number of particle updates.
indexBuffer Structure describing indices of particles that should be updated. (Has to be consistent with numParticles).
velocityBuffer Structure describing velocities for velocity updates. (Has to be consistent with numParticles).


The documentation for this class was generated from the following file:



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