PxParticleSystem Class Reference
[particles (deprecated)]

The particle system class represents the main module for particle based simulation. (deprecated). More...

#include <PxParticleSystem.h>

Inheritance diagram for PxParticleSystem:

Inheritance graph
PxParticleBasePxActorPxBase
[legend]
Collaboration diagram for PxParticleSystem:

Collaboration graph
PxParticleBasePxActorPxBasePxFlags\< PxBaseFlag::Enum, PxU16 \>
[legend]

List of all members.

Public Member Functions

virtual const char * getConcreteTypeName () const
 Returns string name of dynamic type.

Protected Member Functions

PX_INLINE PxParticleSystem (PxType concreteType, PxBaseFlags baseFlags)
PX_INLINE PxParticleSystem (PxBaseFlags baseFlags)
virtual ~PxParticleSystem ()
virtual bool isKindOf (const char *name) const
 Returns whether a given type name matches with the type of this instance.


Detailed Description

The particle system class represents the main module for particle based simulation. (deprecated).

This class inherits the properties of the PxParticleBase class.

The particle system 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 id 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.

The particles of a particle system don't collide with each other. In order to simulate particle-particle interactions use the subclass PxParticleFluid.

Deprecated:
The PhysX particle feature has been deprecated in PhysX version 3.4
See also:
PxParticleBase, PxParticleReadData, PxPhysics.createParticleSystem

Constructor & Destructor Documentation

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

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

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


Member Function Documentation

virtual const char* PxParticleSystem::getConcreteTypeName (  )  const [inline, virtual]

Returns string name of dynamic type.

Returns:
Class name of most derived type of this object.

Implements PxBase.

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

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

Reimplemented from PxParticleBase.

References PxParticleBase::isKindOf().


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


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