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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/particles/ModuleParticles.h | |
| download | physx-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/ModuleParticles.h')
| -rw-r--r-- | APEX_1.4/include/particles/ModuleParticles.h | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/APEX_1.4/include/particles/ModuleParticles.h b/APEX_1.4/include/particles/ModuleParticles.h new file mode 100644 index 00000000..0040f974 --- /dev/null +++ b/APEX_1.4/include/particles/ModuleParticles.h @@ -0,0 +1,268 @@ +/* + * 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 MODULE_PARTICLES_H +#define MODULE_PARTICLES_H + +#include "Apex.h" + + +namespace nvidia +{ + + +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +class Module; +class Scene; +class EffectPackageActor; +/** +\brief Defines the API for the Particles Module + +The particles module combines the features of a number of particle related APEX modules +into one location; with the exception of APEX turbulence. It also provides support for +the EffectPackage actor and asset as well as integration with the ParticleEffectAuthoring +tool. + +Loading the APEX Particles module will now automatically cause the following related modules +to be instantiated. + +APEX_Emitter +APEX_BasicIOS +APEX_IOFX +APEX_FieldSampler +APEX_BasicIOS +APEX_ParticleIOS +APEX_ForceField + +These modules are no longer loaded as separate DLLs and instantiated individually like they were +prior to APEX 1.3. Instead simply loading the APEX_Particles DLL or calling 'instantiateModuleParticles' +will cause the other particle related modules to be loaded. + +The rationale for making this change was to simplify the startup/shutdown sequence for applications +using APEX particle related effects. It also dramatically simplifies the distribution process for +developers as they now only have to deal with a single DLL rather than as many as 8 which were +required before. + +The turbulence module was not folded into the unified APEX_Particles module at this time since +the source code for it is not yet made available to licensees. + +It is important to note that since the APEX_Particles module does not load the Turbulence module, +the application *must* load the Turbulence module first so that it will already be registered. +*/ +class ModuleParticles : public Module +{ +public: + + /** + \brief Return one of the particle related modules, by name, created by the particles module + */ + virtual nvidia::apex::Module* getModule(const char* moduleName) = 0; + + /** + \brief Registers and adds either a single GraphicsMaterial definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageGraphicsMaterialsDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Registers and adds either a single IOS definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageIOSDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Registers and adds either a single IOFX definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageIOFXDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Registers and adds either a single Emitter definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageEmitterDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Registers and adds either a single EffectPackage definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Registers and adds either a single FieldSampler definition or an entire array of them to the particles module. + + The EffectPackage system works with a set of predefined assets which have been authored using + the ParticleEffectTool. This method adds or revises either a single asset or an array of assets. + When an EffectPackageActor is instantiated it may refer to assets which have been previously authored and + registered using this method. + + \return Returns true if during the registration of this asset the contents were modified. + */ + virtual bool setEffectPackageFieldSamplerDatabase(const NvParameterized::Interface* dataBase) = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of GraphicsMaterial assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageGraphicsMaterialsDatabase() const = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of IOS assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageIOSDatabase() const = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of IOFX assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageIOFXDatabase() const = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of Emitter assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageEmitterDatabase() const = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of EffectPackage assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageDatabase() const = 0; + + /** + \brief Returns the NvParameterized::Interface representing the array of FieldSampler assets registered by the Paricles modules + */ + virtual const NvParameterized::Interface* getEffectPackageFieldSamplerDatabase() const = 0; + + /** + \brief This helper method will return the NvParameterized::Interface for a previously defined 'GraphicsMaterial' + This 'GraphicsMaterial' contains settings which were defined in the ParticleEffectTool. The ParticleEffectTool + will let the user define things like a source texture, a blend mode, user properties, and celled animation settings, + relative to a particular named material. The application can use all of these settings or none of them as they prefer. + These settings are used by the ParticleEffectTool to provide a prototype visualization of a sprite based particle effect. + + \param [in] name : The name of the predefined graphics material + + \return A pointer to the NvParameterized::Interface representing this material or NULL if not found. + */ + virtual const NvParameterized::Interface* locateGraphicsMaterialData(const char* name) const = 0; + + /** + \brief This helper method will return the NvParameterized::Interface data for a predefined asset in one of the registered 'databases' + When an application gets a callback asking for an asset which was authored using the ParticleEffectTool it can use + this method to extract the current parameter data necessary to create that asset. + + \param [in] resourceName : The name of the previously defined/registered asset + \param [in] nameSpace : The namespace of the asset. + + \return Returns the NvParamterized::Interface pointer for that asset or NULL if not found. + */ + virtual NvParameterized::Interface* locateResource(const char* resourceName, + const char* nameSpace) = 0; + + + /** + \brief This is a helper method to return the names of all assets registered relative to a particular namespace. + + \param [in] nameSpace : The namespace of the asset type we are searching for. + \param [in] nameCount : A reference to a counter which will contain the number of assets found matching this namespace + \param [in] variants : A reference to an array of const char pointers which will contain what reference variant each returned asset matches. + + \return Returns an array of const char pointers representing the asset names matching this resource type. + */ + virtual const char** getResourceNames(const char* nameSpace, uint32_t& nameCount, const char** &variants) = 0; + + /** + \brief This method globally enabled or disables the screen-space culling LOD feature for EffectPackageActors + EffectPackageActors can be culled based on whether or not they are on screen. For this to work the application + must provide a valid projection matrix, in addition to a current view matrix, into the SDK. + The projection matrix in some engines define Z positive as being in front of the screen and others Z negative. + + \param [in] state : Whether to enable or disable the screen culling feature + \param [in] znegative : Whether or not Z is positive or negative when a point projected into screen-space is in front or behind the camera. + */ + virtual void setEnableScreenCulling(bool state, bool znegative) = 0; + + /** + \brief Resets the emitter pool; causing all cached emitters to be released. + */ + virtual void resetEmitterPool() = 0; + + /** + \brief Sets the state to determine whether or not the particles module is going to use the emitter pool. + The emitter pool is an optimization which prevents the effect system from constantly creating and the immediately releasing a great deal of APEX related + assets and resources. Take for example the case of a short lived particle effect. Without an emitter pool, triggering this effect would cause a number of + assets and rendering resources to be allocated sufficient to render and simulate this effect. But, in just a very short time, the effect lifespan is over and + all of those assets and rendering resources are deleted. Then the same effect gets fired again causing the assets and render resources to be immediately re-allocated + yet once again. With the emitter pool enabled, the original emitter is not actually released when it times out. Therefore the render resources and associated assets + stay resident in memory. When the same effect gets triggered again, it simply reuses the previously allocated emitter from the emitter pool. + */ + virtual void setUseEmitterPool(bool state) = 0; + + /** + \brief Returns the current state of the emitter pool status. + */ + virtual bool getUseEmitterPool() const = 0; + + /** + \brief Used by the ParticleEffectTool to initialize the default database values for the editor + */ + virtual void initializeDefaultDatabases() = 0; + +protected: + virtual ~ModuleParticles() {} +}; + +#if !defined(_USRDLL) +/** +* If this module is distributed as a static library, the user must call this +* function before calling ApexSDK::createModule("Particles") +*/ +void instantiateModuleParticles(); +#endif + + +PX_POP_PACK + +} +} // end namespace nvidia + +#endif // MODULE_PARTICLES_H |