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) 2008-2012 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 #ifndef PX_DOXYGEN 00040 namespace physx 00041 { 00042 #endif 00043 00062 class PxParticleSystem : public PxParticleBase 00063 { 00064 public: 00065 00066 virtual const char* getConcreteTypeName() const { return "PxParticleSystem"; } 00067 00068 /************************************************************************************************/ 00069 00070 protected: 00071 PxParticleSystem(PxRefResolver& v) : PxParticleBase(v) {} 00072 PX_INLINE PxParticleSystem() : PxParticleBase() {} 00073 virtual ~PxParticleSystem() {} 00074 virtual bool isKindOf(const char* name) const { return !strcmp("PxParticleSystem", name) || PxParticleBase::isKindOf(name); } 00075 00076 }; 00077 00078 PX_INLINE PxParticleSystem* PxActor::isParticleSystem() { return is<PxParticleSystem>(); } 00079 PX_INLINE const PxParticleSystem* PxActor::isParticleSystem() const { return is<PxParticleSystem>(); } 00080 00081 00082 #ifndef PX_DOXYGEN 00083 } // namespace physx 00084 #endif 00085 00087 #endif
Copyright © 2008-2012 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com