There are two ways to deform a geometric object using Lagoa-based simulations:
Simulate the object's point positions directly. This is the technique to use if you simply want the object to interact with one or more colliders, as in a cloth or soft-body simulation. See Deforming Geometry Directly with Lagoa.
Advect the object with a particle simulation. This means adding a particle for every vertex of a mesh, and then using the particle simulation to "drag" the object's points along with it. This is the technique to use if you want the object to interact with a Lagoa fluid simulation. See Advecting Geometry with Lagoa.
In either case, you can set up collision objects, forces, and other aspects of the simulation in the same way as for any Lagoa effect. For more information about those aspects, see Lagoa Basics.