Data layout descriptor for reading fluid particle data from the SDK. More...
#include <PxParticleFluidReadData.h>
Public Member Functions | |
virtual | ~PxParticleFluidReadData () |
virtual destructor More... | |
Public Member Functions inherited from PxParticleReadData | |
virtual PxDataAccessFlags | getDataAccessFlags ()=0 |
Returns PxDataAccessFlag::eREADABLE, since PxParticleReadData is read only data. More... | |
virtual void | unlock ()=0 |
Unlocks the data. More... | |
virtual | ~PxParticleReadData () |
virtual destructor More... | |
Public Member Functions inherited from PxLockedData | |
virtual | ~PxLockedData () |
virtual destructor More... | |
Public Attributes | |
PxStrideIterator< const PxF32 > | densityBuffer |
Particle density data. More... | |
Public Attributes inherited from PxParticleReadData | |
PxU32 | nbValidParticles |
Number of particles (only including particles with PxParticleFlag.eVALID set). More... | |
PxU32 | validParticleRange |
Index after the last valid particle (PxParticleFlag.eVALID set). Its 0 if there are no valid particles. More... | |
const PxU32 * | validParticleBitmap |
Bitmap marking valid particle indices. The bitmap is defined between [0, (PxParticleReadData.validParticleRange-1) >> 5]. More... | |
PxStrideIterator< const PxVec3 > | positionBuffer |
Particle position data. More... | |
PxStrideIterator< const PxVec3 > | velocityBuffer |
Particle velocity data. More... | |
PxStrideIterator< const PxF32 > | restOffsetBuffer |
Particle rest offset data. More... | |
PxStrideIterator< const PxParticleFlags > | flagsBuffer |
Particle flags. More... | |
PxStrideIterator< const PxVec3 > | collisionNormalBuffer |
Collision normals of colliding particles. The collision normal buffer is only guaranteed to be valid after the particle system has been simulated. Otherwise collisionNormalBuffer.ptr() is NULL. This also applies to particle systems that are not assigned to a scene. More... | |
PxStrideIterator< const PxVec3 > | collisionVelocityBuffer |
Velocities of particles relative to shapes they collide with. The collision velocity buffer is only guaranteed to be valid after the particle system has been simulated. Otherwise collisionVelocityBuffer.ptr() is NULL. This also applies to particle systems that are not assigned to a scene. The collision velocity is identical to the particle velocity if the particle is not colliding. More... | |
Data layout descriptor for reading fluid particle data from the SDK.
Additionally to PxParticleReadData, the density can be read from the SDK.
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inlinevirtual |
virtual destructor
PxStrideIterator<const PxF32> PxParticleFluidReadData::densityBuffer |
Particle density data.
The density depends on how close particles are to each other. The density values are normalized such that:
The density buffer is only guaranteed to be valid after the particle fluid has been simulated. Otherwise densityBuffer.ptr() is NULL. This also applies to particle fluids that are not assigned to a scene.