// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //************************************************************************ // // This class will be deprecated at some future date. It is retained ONLY // to enable loading of older NIF files. It MUST NOT be used by new // applications. // //************************************************************************ #ifndef NIPHYSXFLUIDSCENEDESC_H #define NIPHYSXFLUIDSCENEDESC_H #include "NiPhysXFluidLibType.h" #include #include #include #include "NiPhysXSceneDesc.h" #include "NiPhysXFluidDesc.h" class NIPHYSXFLUID_ENTRY NiPhysXFluidSceneDesc : public NiPhysXSceneDesc { NiDeclareStream; NiDeclareRTTI; public: NiPhysXFluidSceneDesc(); virtual ~NiPhysXFluidSceneDesc(); // Convert this thing to a NiPhysXFluidProp in the given scene. // The scene must be the same one that this is the descriptor for. void ConvertToProp(NiPhysXScene* pkScene); // *** begin Emergent internal use *** // There is no state caching for fluids, because the PhysX API does not // support the user removal of particles from a simulation. virtual bool StreamCanSkip(); // *** end Emergent internal use *** protected: // This class adds a fluid descriptor NiTObjectArray m_kFluids; }; NiSmartPointer(NiPhysXFluidSceneDesc); #include "NiPhysXFluidSceneDesc.inl" #endif NIPHYSXFLUIDSCENEDESC_H