PxPBDParticleSystem
Defined in include/PxPBDParticleSystem.h
Inheritance Relationships
Base Type
public PxParticleSystem
(PxParticleSystem)
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class PxPBDParticleSystem : public PxParticleSystem
A particle system that uses the position based dynamics(PBD) solver.
The position based dynamics solver for particle systems supports behaviors like fluid, cloth, inflatables etc.
Public Functions
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inline virtual ~PxPBDParticleSystem()
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virtual void setWind(const PxVec3 &wind) = 0
Set wind direction and intensity.
- Parameters
wind – [in] The wind direction and intensity
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virtual PxVec3 getWind() const = 0
Retrieves the wind direction and intensity.
- Returns
The wind direction and intensity
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virtual void setFluidBoundaryDensityScale(PxReal fluidBoundaryDensityScale) = 0
Set the fluid boundary density scale.
Defines how strong of a contribution the boundary (typically a rigid surface) should have on a fluid particle’s density.
- Parameters
fluidBoundaryDensityScale – [in] Range: (0.0, 1.0)
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virtual PxReal getFluidBoundaryDensityScale() const = 0
Return the fluid boundary density scale.
See setFluidBoundaryDensityScale()
- Returns
the fluid boundary density scale
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virtual void setFluidRestOffset(PxReal fluidRestOffset) = 0
Set the fluid rest offset.
Two fluid particles will come to rest at a distance equal to twice the fluidRestOffset value.
- Parameters
fluidRestOffset – [in] Range: (0, particleContactOffset)
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virtual PxReal getFluidRestOffset() const = 0
Return the fluid rest offset.
- Returns
the fluid rest offset
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virtual void setGridSizeX(PxU32 gridSizeX) = 0
Set the particle system grid size x dimension.
- Parameters
gridSizeX – [in] x dimension in the particle grid
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virtual void setGridSizeY(PxU32 gridSizeY) = 0
Set the particle system grid size y dimension.
- Parameters
gridSizeY – [in] y dimension in the particle grid
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virtual void setGridSizeZ(PxU32 gridSizeZ) = 0
Set the particle system grid size z dimension.
- Parameters
gridSizeZ – [in] z dimension in the particle grid
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inline virtual const char *getConcreteTypeName() const override
Returns string name of dynamic type.
- Returns
Class name of most derived type of this object.
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virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters = 1) = 0
Sets the solver iteration counts for the body.
The solver iteration count determines how accurately joints and contacts are resolved. If you are having trouble with jointed bodies oscillating and behaving erratically, then setting a higher position iteration count may improve their stability.
If intersecting bodies are being depenetrated too violently, increase the number of velocity iterations. More velocity iterations will drive the relative exit velocity of the intersecting objects closer to the correct value given the restitution.
Default: 4 position iterations, 1 velocity iteration
See getSolverIterationCounts()
- Parameters
minPositionIters – [in] Number of position iterations the solver should perform for this body. Range: [1,255]
minVelocityIters – [in] Number of velocity iterations the solver should perform for this body. Range: [1,255]
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virtual void getSolverIterationCounts(PxU32 &minPositionIters, PxU32 &minVelocityIters) const = 0
Retrieves the solver iteration counts.
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virtual PxFilterData getSimulationFilterData() const = 0
Retrieves the collision filter settings.
- Returns
The filter data
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virtual void setSimulationFilterData(const PxFilterData &data) = 0
Set collision filter settings.
Allows to control with which objects the particle system collides
- Parameters
data – [in] The filter data
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virtual void setParticleFlag(PxParticleFlag::Enum flag, bool val) = 0
Set particle flag.
Allows to control self collision etc.
- Parameters
flag – [in] The flag to set
val – [in] The new value of the flag
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virtual void setParticleFlags(PxParticleFlags flags) = 0
Set particle flags.
Allows to control self collision etc.
- Parameters
flags – [in] The flags to set
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virtual PxParticleFlags getParticleFlags() const = 0
Retrieves the particle flags.
- Returns
The particle flags
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virtual void setMaxDepenetrationVelocity(PxReal maxDepenetrationVelocity) = 0
Set the maximal depenetration velocity particles can reach.
Allows to limit the particles’ maximal depenetration velocity to avoid that collision responses lead to very high particle velocities
- Parameters
maxDepenetrationVelocity – [in] The maximal depenetration velocity
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virtual PxReal getMaxDepenetrationVelocity() = 0
Retrieves maximal depenetration velocity a particle can have.
- Returns
The maximal depenetration velocity
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virtual void setMaxVelocity(PxReal maxVelocity) = 0
Set the maximal velocity particles can reach.
Allows to limit the particles’ maximal velocity to control the maximal distance a particle can move per frame
- Parameters
maxVelocity – [in] The maximal velocity
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virtual PxReal getMaxVelocity() = 0
Retrieves maximal velocity a particle can have.
- Returns
The maximal velocity
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virtual PxCudaContextManager *getCudaContextManager() const = 0
Return the cuda context manager.
- Returns
The cuda context manager
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virtual void setRestOffset(PxReal restOffset) = 0
Set the rest offset for the collision between particles and rigids or soft bodies.
A particle and a rigid or soft body will come to rest at a distance equal to the sum of their restOffset values.
- Parameters
restOffset – [in] Range: (0, contactOffset)
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virtual PxReal getRestOffset() const = 0
Return the rest offset.
See setRestOffset()
- Returns
the rest offset
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virtual void setContactOffset(PxReal contactOffset) = 0
Set the contact offset for the collision between particles and rigids or soft bodies.
The contact offset needs to be larger than the rest offset. Contact constraints are generated for a particle and a rigid or softbody below the distance equal to the sum of their contacOffset values.
- Parameters
contactOffset – [in] Range: (restOffset, PX_MAX_F32)
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virtual void setParticleContactOffset(PxReal particleContactOffset) = 0
Set the contact offset for the interactions between particles.
The particle contact offset needs to be larger than the fluid rest offset and larger than the solid rest offset. Interactions for two particles are computed if their distance is below twice the particleContactOffset value.
- Parameters
particleContactOffset – [in] Range: (Max(solidRestOffset, fluidRestOffset), PX_MAX_F32)
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virtual PxReal getParticleContactOffset() const = 0
Return the particle contact offset.
See setParticleContactOffset()
- Returns
the particle contact offset
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virtual void setSolidRestOffset(PxReal solidRestOffset) = 0
Set the solid rest offset.
Two solid particles (or a solid and a fluid particle) will come to rest at a distance equal to twice the solidRestOffset value.
- Parameters
solidRestOffset – [in] Range: (0, particleContactOffset)
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virtual PxReal getSolidRestOffset() const = 0
Return the solid rest offset.
- Returns
the solid rest offset
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virtual void addRigidAttachment(PxRigidActor *actor) = 0
Creates a rigid attachment between a particle and a rigid actor.
This method creates a symbolic attachment between the particle system and a rigid body for the purpose of island management. The actual attachments will be contained in the particle buffers.
Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The particle system keeps track of these attachments but the rigid body does not.
- Parameters
actor – [in] The rigid actor used for the attachment
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virtual void removeRigidAttachment(PxRigidActor *actor) = 0
Removes a rigid attachment between a particle and a rigid body.
This method destroys a symbolic attachment between the particle system and a rigid body for the purpose of island management.
Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The particle system keeps track of these attachments but the rigid body does not.
- Parameters
actor – [in] The rigid body actor used for the attachment
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virtual void enableCCD(bool enable) = 0
Enable continuous collision detection for particles.
- Parameters
enable – [in] Boolean indicates whether continuous collision detection is enabled.
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virtual PxU32 createPhase(PxParticleMaterial *material, PxParticlePhaseFlags flags) = 0
Creates combined particle flag with particle material and particle phase flags.
- Parameters
material – [in] A material instance to associate with the new particle group.
flags – [in] The particle phase flags.
- Returns
The combined particle group index and phase flags.
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virtual PxU32 getNbParticleMaterials() const = 0
Returns number of particle materials.
- Returns
The number of particle materials
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virtual void setParticleSystemCallback(PxParticleSystemCallback *callback) = 0
Sets a user notify object which receives special simulation events when they occur.
See PxParticleSystemCallback, getParticleSystemCallback()
Note
Do not set the callback while the simulation is running. Calls to this method while the simulation is running will be ignored.
Note
A call to fetchResultsParticleSystem() on the PxScene will synchronize the work such that the caller knows that all worke done in the callback completed.
- Parameters
callback – [in] User notification callback. See PxSimulationEventCallback.
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virtual PxParticleSystemCallback *getParticleSystemCallback() const = 0
Retrieves the simulationEventCallback pointer set with setSimulationEventCallback().
See PxParticleSystemCallback, setParticleSystemCallback()
- Returns
The current user notify pointer. See PxSimulationEventCallback.
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virtual void setPeriodicBoundary(const PxVec3 &boundary) = 0
Sets periodic boundary wrap value.
- Parameters
boundary – [in] The periodic boundary wrap value
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virtual PxVec3 getPeriodicBoundary() const = 0
Gets periodic boundary wrap value.
- Returns
boundary The periodic boundary wrap value
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virtual void addParticleBuffer(PxParticleBuffer *particleBuffer) = 0
Add an existing particle buffer to the particle system.
See PxParticleBuffer.
- Parameters
particleBuffer – [in] a PxParticleBuffer*.
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virtual void removeParticleBuffer(PxParticleBuffer *particleBuffer) = 0
Remove particle buffer from the particle system.
See PxParticleBuffer.
- Parameters
particleBuffer – [in] a PxParticleBuffer*.
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virtual PxU32 getGpuParticleSystemIndex() = 0
Returns the GPU particle system index.
- Returns
The GPU index, if the particle system is in a scene and PxSceneFlag::eSUPPRESS_READBACK is set, or 0xFFFFFFFF otherwise.
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virtual void release() = 0
Deletes the actor.
Do not keep a reference to the deleted instance.
If the actor belongs to a PxAggregate object, it is automatically removed from the aggregate.
See also
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virtual PxActorType::Enum getType() const = 0
Retrieves the type of actor.
See also
- Returns
The actor type of the actor.
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virtual PxScene *getScene() const = 0
Retrieves the scene which this actor belongs to.
See also
- Returns
Owner Scene. NULL if not part of a scene.
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virtual void setName(const char *name) = 0
Sets a name string for the object that can be retrieved with getName().
This is for debugging and is not used by the SDK. The string is not copied by the SDK, only the pointer is stored.
Default: NULL
See also
- Parameters
name – [in] String to set the objects name to.
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virtual const char *getName() const = 0
Retrieves the name string set with setName().
See also
- Returns
Name string associated with object.
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virtual PxBounds3 getWorldBounds(float inflation = 1.01f) const = 0
Retrieves the axis aligned bounding box enclosing the actor.
See also
Note
It is not allowed to use this method while the simulation is running (except during PxScene::collide(), in PxContactModifyCallback or in contact report callbacks).
- Parameters
inflation – [in] Scale factor for computed world bounds. Box extents are multiplied by this value.
- Returns
The actor’s bounding box.
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virtual void setActorFlag(PxActorFlag::Enum flag, bool value) = 0
Raises or clears a particular actor flag.
See the list of flags PxActorFlag
Sleeping: Does NOT wake the actor up automatically.
See also
- Parameters
flag – [in] The PxActor flag to raise(set) or clear. See PxActorFlag.
value – [in] The boolean value to assign to the flag.
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virtual void setActorFlags(PxActorFlags inFlags) = 0
Sets the actor flags.
See the list of flags PxActorFlag
See also
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virtual PxActorFlags getActorFlags() const = 0
Reads the PxActor flags.
See the list of flags PxActorFlag
See also
- Returns
The values of the PxActor flags.
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virtual void setDominanceGroup(PxDominanceGroup dominanceGroup) = 0
Assigns dynamic actors a dominance group identifier.
PxDominanceGroup is a 5 bit group identifier (legal range from 0 to 31).
The PxScene::setDominanceGroupPair() lets you set certain behaviors for pairs of dominance groups. By default every dynamic actor is created in group 0.
Default: 0
Sleeping: Changing the dominance group does NOT wake the actor up automatically.
- Parameters
dominanceGroup – [in] The dominance group identifier. Range: [0..31]
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virtual PxDominanceGroup getDominanceGroup() const = 0
Retrieves the value set with setDominanceGroup().
- Returns
The dominance group of this actor.
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virtual void setOwnerClient(PxClientID inClient) = 0
Sets the owner client of an actor.
This cannot be done once the actor has been placed into a scene.
Default: PX_DEFAULT_CLIENT
See also
PxClientID PxScene::createClient()
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virtual PxClientID getOwnerClient() const = 0
Returns the owner client that was specified at creation time.
This value cannot be changed once the object is placed into the scene.
See also
PxClientID PxScene::createClient()
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virtual PxAggregate *getAggregate() const = 0
Retrieves the aggregate the actor might be a part of.
See also
- Returns
The aggregate the actor is a part of, or NULL if the actor does not belong to an aggregate.
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inline PxType getConcreteType() const
Returns concrete type of object.
See also
- Returns
PxConcreteType::Enum of serialized object
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inline void setBaseFlag(PxBaseFlag::Enum flag, bool value)
Set PxBaseFlag
- Parameters
flag – [in] The flag to be set
value – [in] The flags new value
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inline void setBaseFlags(PxBaseFlags inFlags)
Set PxBaseFlags
See also
PxBaseFlags
- Parameters
inFlags – [in] The flags to be set
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inline PxBaseFlags getBaseFlags() const
Returns PxBaseFlags.
See also
PxBaseFlags
- Returns
PxBaseFlags
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inline virtual bool isReleasable() const
Whether the object is subordinate.
A class is subordinate, if it can only be instantiated in the context of another class.
See also
- Returns
Whether the class is subordinate
Public Members
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void *userData
user can assign this to whatever, usually to create a 1:1 relationship with a user object.
Protected Functions
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inline PxPBDParticleSystem(PxType concreteType, PxBaseFlags baseFlags)
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inline PxPBDParticleSystem(PxBaseFlags baseFlags)
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inline virtual bool isKindOf(const char *name) const override
Returns whether a given type name matches with the type of this instance.
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template<class T>
inline bool typeMatch() const
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inline virtual ~PxPBDParticleSystem()