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-rwxr-xr-x[-rw-r--r--]sdk/toolkit/include/NvBlastTkFamily.h256
1 files changed, 128 insertions, 128 deletions
diff --git a/sdk/toolkit/include/NvBlastTkFamily.h b/sdk/toolkit/include/NvBlastTkFamily.h
index 4fe0803..2d5bd5b 100644..100755
--- a/sdk/toolkit/include/NvBlastTkFamily.h
+++ b/sdk/toolkit/include/NvBlastTkFamily.h
@@ -1,128 +1,128 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef NVBLASTTKFAMILY_H
-#define NVBLASTTKFAMILY_H
-
-#include "NvBlastTkIdentifiable.h"
-
-
-// Forward declarations
-struct NvBlastFamily;
-
-
-namespace Nv
-{
-namespace Blast
-{
-
-// Forward declarations
-class TkActor;
-class TkAsset;
-class TkEventListener;
-
-
-/**
-The TkFamily is associated with the TkActor that is instanced from a TkAsset, as well as all descendent TkActors generated
-by spliting TkActors within the family. It encapsulates an NvBlastFamily, and also holds a material which will be used
-by default on all TkActors during damage functions.
-*/
-class TkFamily : public TkIdentifiable
-{
-public:
- /**
- Access to underlying low-level family.
-
- \return a pointer to the (const) low-level NvBlastFamily object.
- */
- virtual const NvBlastFamily* getFamilyLL() const = 0;
-
- /**
- Every family has an associated asset (the TkAsset which was instanced to create the first member of the family).
-
- \return a pointer to the (const) TkAsset object.
- */
- virtual const TkAsset* getAsset() const = 0;
-
- /**
- The number of actors currently in this family.
-
- \return the number of TkActors that currently exist in this family.
- */
- virtual uint32_t getActorCount() const = 0;
-
- /**
- Retrieve an array of pointers (into the user-supplied buffer) to actors.
-
- \param[out] buffer A user-supplied array of TkActor pointers.
- \param[in] bufferSize The number of elements available to write into buffer.
- \param[in] indexStart The starting index of the actor.
-
- \return the number of TkActor pointers written to the buffer.
- */
- virtual uint32_t getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const = 0;
-
- /**
- Add a user implementation of TkEventListener to this family's list of listeners. These listeners will receive
- all split and fracture events generated by TkActor objects in this family. They will also receive joint update events
- when TkJoint objects are updated that are (or were) associated with a TkActor in this family.
-
- \param[in] l The event listener to add.
- */
- virtual void addListener(TkEventListener& l) = 0;
-
- /**
- Remove a TkEventReciever from this family's list of listeners.
-
- \param[in] l The event listener to remove.
- */
- virtual void removeListener(TkEventListener& l) = 0;
-
- /**
- This function applies fracture buffers on relevant actors (actor which contains corresponding bond/chunk) in family.
-
- \param[in] commands The fracture commands to process.
- */
- virtual void applyFracture(const NvBlastFractureBuffers* commands) = 0;
-
- /**
- A function to reinitialize this family with new family. The Family must be created from the same low-level asset, but can be
- in any other state. As a result split events (TkEvent::Split) will be dispatched reflecting the resulting changes (created and removed actors)
- Afterwards the family will contain a copy of the new family and all actors' low-level actor pointers will be updated.
-
- \param[in] newFamily The NvBlastFamily to use to reinitialize this family.
- \param[in] group The group for new actors to be placed in.
- */
- virtual void reinitialize(const NvBlastFamily* newFamily, TkGroup* group = nullptr) = 0;
-};
-
-} // namespace Blast
-} // namespace Nv
-
-
-#endif // ifndef NVBLASTTKFAMILY_H
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTTKFAMILY_H
+#define NVBLASTTKFAMILY_H
+
+#include "NvBlastTkIdentifiable.h"
+
+
+// Forward declarations
+struct NvBlastFamily;
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+// Forward declarations
+class TkActor;
+class TkAsset;
+class TkEventListener;
+
+
+/**
+The TkFamily is associated with the TkActor that is instanced from a TkAsset, as well as all descendent TkActors generated
+by spliting TkActors within the family. It encapsulates an NvBlastFamily, and also holds a material which will be used
+by default on all TkActors during damage functions.
+*/
+class TkFamily : public TkIdentifiable
+{
+public:
+ /**
+ Access to underlying low-level family.
+
+ \return a pointer to the (const) low-level NvBlastFamily object.
+ */
+ virtual const NvBlastFamily* getFamilyLL() const = 0;
+
+ /**
+ Every family has an associated asset (the TkAsset which was instanced to create the first member of the family).
+
+ \return a pointer to the (const) TkAsset object.
+ */
+ virtual const TkAsset* getAsset() const = 0;
+
+ /**
+ The number of actors currently in this family.
+
+ \return the number of TkActors that currently exist in this family.
+ */
+ virtual uint32_t getActorCount() const = 0;
+
+ /**
+ Retrieve an array of pointers (into the user-supplied buffer) to actors.
+
+ \param[out] buffer A user-supplied array of TkActor pointers.
+ \param[in] bufferSize The number of elements available to write into buffer.
+ \param[in] indexStart The starting index of the actor.
+
+ \return the number of TkActor pointers written to the buffer.
+ */
+ virtual uint32_t getActors(TkActor** buffer, uint32_t bufferSize, uint32_t indexStart = 0) const = 0;
+
+ /**
+ Add a user implementation of TkEventListener to this family's list of listeners. These listeners will receive
+ all split and fracture events generated by TkActor objects in this family. They will also receive joint update events
+ when TkJoint objects are updated that are (or were) associated with a TkActor in this family.
+
+ \param[in] l The event listener to add.
+ */
+ virtual void addListener(TkEventListener& l) = 0;
+
+ /**
+ Remove a TkEventReciever from this family's list of listeners.
+
+ \param[in] l The event listener to remove.
+ */
+ virtual void removeListener(TkEventListener& l) = 0;
+
+ /**
+ This function applies fracture buffers on relevant actors (actor which contains corresponding bond/chunk) in family.
+
+ \param[in] commands The fracture commands to process.
+ */
+ virtual void applyFracture(const NvBlastFractureBuffers* commands) = 0;
+
+ /**
+ A function to reinitialize this family with new family. The Family must be created from the same low-level asset, but can be
+ in any other state. As a result split events (TkEvent::Split) will be dispatched reflecting the resulting changes (created and removed actors)
+ Afterwards the family will contain a copy of the new family and all actors' low-level actor pointers will be updated.
+
+ \param[in] newFamily The NvBlastFamily to use to reinitialize this family.
+ \param[in] group The group for new actors to be placed in.
+ */
+ virtual void reinitialize(const NvBlastFamily* newFamily, TkGroup* group = nullptr) = 0;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTTKFAMILY_H