NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxParticleSystem.h Source File

NVIDIA PhysX SDK 3.4 API

PxParticleSystem.h

Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you
00002 // under a form of NVIDIA software license agreement provided separately to you.
00003 //
00004 // Notice
00005 // NVIDIA Corporation and its licensors retain all intellectual property and
00006 // proprietary rights in and to this software and related documentation and
00007 // any modifications thereto. Any use, reproduction, disclosure, or
00008 // distribution of this software and related documentation without an express
00009 // license agreement from NVIDIA Corporation is strictly prohibited.
00010 //
00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
00015 //
00016 // Information and code furnished is believed to be accurate and reliable.
00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
00018 // information or for any infringement of patents or other rights of third parties that may
00019 // result from its use. No license is granted by implication or otherwise under any patent
00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
00021 // This code supersedes and replaces all information previously supplied.
00022 // NVIDIA Corporation products are not authorized for use as critical
00023 // components in life support devices or systems without express written approval of
00024 // NVIDIA Corporation.
00025 //
00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  
00029 
00030 
00031 #ifndef PX_PHYSICS_PX_PARTICLESYSTEM
00032 #define PX_PHYSICS_PX_PARTICLESYSTEM
00033 
00037 #include "particles/PxParticleBase.h"
00038 
00039 #if !PX_DOXYGEN
00040 namespace physx
00041 {
00042 #endif
00043 
00064 class PX_DEPRECATED PxParticleSystem : public PxParticleBase
00065 {
00066 public:
00067 
00068         virtual     const char*                 getConcreteTypeName() const { return "PxParticleSystem"; }
00069 
00070 /************************************************************************************************/
00071 
00072 protected:
00073     PX_INLINE                                   PxParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxParticleBase(concreteType, baseFlags) {}
00074     PX_INLINE                                   PxParticleSystem(PxBaseFlags baseFlags) : PxParticleBase(baseFlags) {}
00075     virtual                                     ~PxParticleSystem() {}
00076     virtual         bool                        isKindOf(const char* name) const { return !::strcmp("PxParticleSystem", name) || PxParticleBase::isKindOf(name);  }
00077 
00078 };
00079 
00080 #if !PX_DOXYGEN
00081 } // namespace physx
00082 #endif
00083 
00085 #endif


Copyright © 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com