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ScParticleSystemShapeSim.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26
27#ifndef SC_PARTICLESYSTEM_SHAPE_SIM_H
28#define SC_PARTICLESYSTEM_SHAPE_SIM_H
29
30#include "PxPhysXConfig.h"
31
32#include "ScElementSim.h"
33#include "ScShapeSimBase.h"
34
35
36namespace physx
37{
38 namespace Sc
39 {
40 class ParticleSystemSim;
41 class ParticleSystemShapeCore;
42
47 {
49 public:
52
53 // ElementSim implementation
54 virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const;
55 // ~ElementSim
56
57 ParticleSystemSim& getBodySim() const;
58
59
60 void updateBounds();
61 void updateBoundsInAABBMgr();
62 PxBounds3 getBounds() const;
63
64 void createLowLevelVolume();
65 void destroyLowLevelVolume();
66
67 };
68
69 } // namespace Sc
70
71}
72
73#endif
Class representing 3D range or axis aligned bounding box.
Definition PxBounds3.h:58
Definition ScParticleSystemShapeCore.h:48
Definition ScParticleSystemShapeSim.h:47
Definition ScParticleSystemSim.h:42
Definition ScShapeSimBase.h:54
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PxU32 PxFilterObjectAttributes
Structure which gets passed into the collision filtering shader and/or callback providing additional ...
Definition PxFiltering.h:515
PxFilterData is user-definable data which gets passed into the collision filtering shader and/or call...
Definition PxFiltering.h:365