aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/include/particles/EffectPackageActor.h
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/particles/EffectPackageActor.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/include/particles/EffectPackageActor.h')
-rw-r--r--APEX_1.4/include/particles/EffectPackageActor.h299
1 files changed, 299 insertions, 0 deletions
diff --git a/APEX_1.4/include/particles/EffectPackageActor.h b/APEX_1.4/include/particles/EffectPackageActor.h
new file mode 100644
index 00000000..cbe60bc9
--- /dev/null
+++ b/APEX_1.4/include/particles/EffectPackageActor.h
@@ -0,0 +1,299 @@
+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+
+#ifndef EFFECT_PACKAGE_ACTOR_H
+#define EFFECT_PACKAGE_ACTOR_H
+
+#include "Actor.h"
+#include "EmitterActor.h"
+
+/*!
+\file
+\brief An EffectPackageActor represents an instantiation of a collection of related particle actors
+The EffectPackage system allows for multiple related particle actors to be instantiated as a single
+unit with a single root pose transform. This can be one or more emitters as well as associated
+field samplers, heat sources, etc. This single instantiation can be subject to level of detail culling
+and otherwise manipulated as a single unit.
+
+EffectPackages are authored using the 'ParticleEffectTool' which allows the developer to rapidly
+prototype a combined 'particle effect'. This is a PhysX 3.x only feature.
+*/
+
+struct ID3D11ShaderResourceView;
+struct ID3D11DeviceContext;
+
+namespace physx
+{
+ class PxRigidDynamic;
+}
+
+namespace nvidia
+{
+
+namespace general_renderdebug4
+{
+///Forward reference the RenderDebugInterface class
+class RenderDebugInterface;
+};
+
+namespace apex
+{
+
+/**
+ This enum is used to identity what 'type' of effect
+*/
+enum EffectType
+{
+ ET_EMITTER,
+ ET_HEAT_SOURCE,
+ ET_SUBSTANCE_SOURCE,
+ ET_TURBULENCE_FS,
+ ET_JET_FS,
+ ET_ATTRACTOR_FS,
+ ET_FORCE_FIELD,
+ ET_NOISE_FS,
+ ET_VORTEX_FS,
+ ET_WIND_FS,
+ ET_RIGID_BODY,
+ ET_VELOCITY_SOURCE,
+ ET_FLAME_EMITTER,
+ ET_LAST
+};
+
+class Actor;
+class RenderVolume;
+
+/**
+\brief Defines the EffectPackageActor API which is instantiated from an EffectPackageAsset
+*/
+class EffectPackageActor : public Actor
+{
+public:
+
+ /**
+ \brief Fade out the EffectPackageActor over a period of time.
+ This method will cause the actors within the EffectPackage to be 'faded out' over a period of time.
+ The EffectPackageAsset will define how this fadeOut operation is to be applied. Some actors may
+ simply be turned off over this duration while others are modulated in some way. For example, by default,
+ emitter actors will have their emitter rate reduced over this duration so they do not appear to
+ immediately cut off
+
+ \param [in] fadetime : The duration to fade out the associated effects in seconds
+ */
+ virtual void fadeOut(float fadetime) = 0;
+
+ /**
+ \brief Fade in the EffectPackageActor over a period of time.
+ This method will cause the associated effects to be faded in over a period of time.
+ It will begin the linear interpolation fade process relative to the current fade time.
+ Meaning if you had previously specified a fadeOut duration of 1 second but then execute
+ a fadeIn just a 1/2 second later, will will begin fading in from a 50% level; not zero.
+
+ \param [in] fadetime : The duration to fade this effect in, in seconds
+ */
+ virtual void fadeIn(float fadetime) = 0;
+
+ /**
+ \brief Returns the number of effects within this effect package.
+ */
+ virtual uint32_t getEffectCount() const = 0;
+
+ /**
+ \brief Returns the type of effect at this index location
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ */
+ virtual EffectType getEffectType(uint32_t effectIndex) const = 0;
+
+ /**
+ \brief Returns the name of the effect at this index.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ */
+ virtual const char* getEffectName(uint32_t effectIndex) const = 0;
+
+ /**
+ \brief Returns true if this sub-effect is currently enabled.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ */
+ virtual bool isEffectEnabled(uint32_t effectIndex) const = 0;
+
+ /**
+ \brief Sets the enabled state of this sub-effect
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ \param [in] state : Whether the effect should be enabled or not.
+ */
+ virtual bool setEffectEnabled(uint32_t effectIndex, bool state) = 0;
+
+ /**
+ \brief Sets the over all effect scale, this is a uniform scaling factor.
+
+ \param [in] scale : The uniform scale to apply to all effects in this effect package
+ */
+ virtual void setCurrentScale(float scale) = 0;
+
+ /**
+ \brief Gets the current overall uniform effect scale
+ */
+ virtual float getCurrentScale(void) const = 0;
+
+ /**
+ \brief Returns the pose of this sub-effect; returns as a bool the active state of this effect.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ \param [pose] : Contains the pose requested
+ \param [worldSpace] : Whether to return the pose in world-space or in parent-relative space.
+ */
+ virtual bool getEffectPose(uint32_t effectIndex, PxTransform& pose, bool worldSpace) = 0;
+
+ /**
+ \brief Sets the pose of this sub-effect; returns as a bool the active state of this effect.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+ \param [pose] : Contains the pose to be set
+ \param [worldSpace] : Whether to return the pose in world-space or in parent-relative space.
+ */
+ virtual bool setEffectPose(uint32_t effectIndex, const PxTransform& pose, bool worldSpace) = 0;
+
+ /**
+ \brief Returns the base Actor pointer for this effect.
+ Use this method if you need direct access to the base Actor pointer relative to this
+ effect. You must use 'getEffectType' to know what type of actor this is referring to before
+ you cast it to either an emitter, or heat source, or turbulence actor, etc.
+ It is important to note that the application cannot cache this pointer as it may be deleted in
+ subsequent frames due to level of detail calculations or timing values such as fade out operations.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount
+
+ \return Returns the Actor pointer for this effect. This may be NULL if that effect is not currently active.
+ */
+ virtual Actor* getEffectActor(uint32_t effectIndex) const = 0;
+
+ /**
+ \brief Returns the base PxRigidDynamic actor pointer for this effect.
+ Use this method if you need direct access to the base PxRigidDynamic actor pointer relative to this
+ effect.
+
+ \param [in] effectIndex : The effect number to refer to; must be less than the result of getEffectCount, must be a rigid dynamic effect
+
+ \return Returns the PxRigidDynamic pointer for this effect. This may be NULL if that effect is not currently active.
+ */
+ virtual PxRigidDynamic* getEffectRigidDynamic(uint32_t effectIndex) const = 0;
+
+ /**
+ \brief Forces the state of all emitters associated with this effect package to be on or off.
+ This method allows the application to manually force all emitters to be active or inactive
+ based on an explicit call.
+
+ \param [state] : Determines whether to set all emitters on or off
+ */
+ virtual void setEmitterState(bool state) = 0;
+
+ /**
+ \brief A helper method to return the active number of particles being simulated by all related effects in this EffectPackageActor
+
+ \return Returns the number of particles active relative to this EffectPackageActor
+ */
+ virtual uint32_t getActiveParticleCount() const = 0;
+
+ /**
+ \brief This helper method reports if any emitters within this EffectPackageActor are still actively emitting particles.
+
+ This method allows the application to determine whether or not any emitters are actively running
+ relative to this actor. Typically this would be used to defer deleting an effect while it is still active.
+
+ \return Returns true if any emitters in the actor are still active.
+ */
+ virtual bool isStillEmitting() const = 0;
+
+ /**
+ Returns true if any portion of the effect is still considered 'alive' based on LOD and duration settings.
+ */
+ virtual bool isAlive(void) const = 0;
+
+ /**
+ \brief Allows the application to manually enable this EffectPackageActor
+
+ This method is used by the application to manually force the EffectPackageActor to be enabled.
+ This is generally used based on some kind of game logic where the EffectPackageActor has been
+ pre-allocated and placed into the world but is initially inactive until some event occurs.
+
+ \param [state] Set the current enabled state to true or false
+ */
+ virtual void setEnabled(bool state) = 0;
+
+ /**
+ \brief Returns the current enabled state for this actor
+ */
+ virtual bool getEnabled() const = 0;
+
+ /**
+ \brief Sets the root pose for this EffectPackageActor
+ It's important to note that child-relative poses for each sub-component in an EffectPackageActor
+ are authored in the ParticleEffectTool.
+
+ \param [pose] : Sets the current root pose for this EffectPackageActor
+ */
+ virtual void setPose(const PxTransform& pose) = 0;
+
+ /**
+ \brief Returns the current root pose for this EffectPackageActor
+ */
+ virtual const PxTransform& getPose() const = 0;
+
+ /**
+ \brief This method is used by the ParticleEffectTool to refresh a currently running effect with real-time property changes
+ */
+ virtual void refresh() = 0;
+
+ /**
+ \brief Releases this EffectPackageActor and all associated children effects
+ */
+ virtual void release() = 0;
+
+ /**
+ \brief A convenient helper method to return the name of the asset used to to create this actor.
+ */
+ virtual const char* getName() const = 0;
+
+ /**
+ \brief returns the duration of the effect; accounting for maximum duration of each sub-effect. A duration of 'zero' means it is an infinite lifetime effect.
+ */
+ virtual float getDuration() const = 0;
+
+ /**
+ \brief Returns the current lifetime of the particle.
+ */
+ virtual float getCurrentLife() const = 0;
+
+ /**
+ \brief Sets the preferred render volume for emitters in this effect package
+ */
+ virtual void setPreferredRenderVolume(RenderVolume* volume) = 0;
+
+ /**
+ \brief Returns true if this effect package contains a turbulence effect that specifies a volume-render material; if so then the application may want to set up volume rendering
+ */
+ virtual const char * hasVolumeRenderMaterial(uint32_t &index) const = 0;
+
+ /**
+ \brief Sets the emitter validation callback for any newly created emitter actors.
+ */
+ virtual void setApexEmitterValidateCallback(EmitterActor::EmitterValidateCallback *callback) = 0;
+};
+
+
+}; // end of apex namespace
+}; // end of physx namespace
+
+#endif