PxParticleSystem.h
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1 /*
2  * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
3  *
4  * NVIDIA CORPORATION and its licensors retain all intellectual property
5  * and proprietary rights in and to this software, related documentation
6  * and any modifications thereto. Any use, reproduction, disclosure or
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9  */
10 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
11 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
12 
13 
14 #ifndef PX_PHYSICS_PX_PARTICLESYSTEM
15 #define PX_PHYSICS_PX_PARTICLESYSTEM
16 
21 
22 #ifndef PX_DOXYGEN
23 namespace physx
24 {
25 #endif
26 
46 {
47 public:
48 
49  virtual const char* getConcreteTypeName() const { return "PxParticleSystem"; }
50 
51 /************************************************************************************************/
52 
53 protected:
54  PX_INLINE PxParticleSystem(PxType concreteType, PxBaseFlags baseFlags) : PxParticleBase(concreteType, baseFlags) {}
56  virtual ~PxParticleSystem() {}
57  virtual bool isKindOf(const char* name) const { return !strcmp("PxParticleSystem", name) || PxParticleBase::isKindOf(name); }
58 
59 };
60 
62 PX_DEPRECATED PX_INLINE const PxParticleSystem* PxActor::isParticleSystem() const { return is<PxParticleSystem>(); }
63 
64 
65 #ifndef PX_DOXYGEN
66 } // namespace physx
67 #endif
68 
70 #endif


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