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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
// SPDX-License-Identifier: Apache-2.0
#ifndef PX_PARTICLESYSTEM_GEOMETRY_H
#define PX_PARTICLESYSTEM_GEOMETRY_H
#include "geometry/PxGeometry.h"
#include "common/PxCoreUtilityTypes.h"
#include "foundation/PxBounds3.h"
#include "foundation/PxVec4.h"
#include "PxParticleSystem.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Particle system geometry class.
*/
class PxParticleSystemGeometry : public PxGeometry
{
public:
/**
\brief Default constructor.
Creates an empty object with no particles.
*/
PX_INLINE PxParticleSystemGeometry() : PxGeometry(PxGeometryType::ePARTICLESYSTEM){}
/**
\brief Copy constructor.
\param[in] that Other object
*/
PX_INLINE PxParticleSystemGeometry(const PxParticleSystemGeometry& that) : PxGeometry(that) {}
/**
\brief Assignment operator
*/
PX_INLINE void operator=(const PxParticleSystemGeometry& that)
{
mType = that.mType;
}
/**
\brief Returns true if the geometry is valid.
\return True if the current settings are valid for shape creation.
\see PxPhysics::createShape
*/
PX_FORCE_INLINE bool isValid() const
{
if(mType != PxGeometryType::ePARTICLESYSTEM)
return false;
return true;
}
};
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif