diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| 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 | |
| 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')
| -rw-r--r-- | APEX_1.4/include/particles/EffectPackageActor.h | 299 | ||||
| -rw-r--r-- | APEX_1.4/include/particles/EffectPackageAsset.h | 64 | ||||
| -rw-r--r-- | APEX_1.4/include/particles/ModuleParticles.h | 268 | ||||
| -rw-r--r-- | APEX_1.4/include/particles/ParticlesPreview.h | 92 |
4 files changed, 723 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 diff --git a/APEX_1.4/include/particles/EffectPackageAsset.h b/APEX_1.4/include/particles/EffectPackageAsset.h new file mode 100644 index 00000000..6e666443 --- /dev/null +++ b/APEX_1.4/include/particles/EffectPackageAsset.h @@ -0,0 +1,64 @@ +/* + * 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_ASSET_H +#define EFFECT_PACKAGE_ASSET_H + +#include "Apex.h" + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +#define PARTICLES_EFFECT_PACKAGE_AUTHORING_TYPE_NAME "EffectPackageAsset" + +/** +\brief Describes an EffectPackageAsset; a collection of particle related effects (emitters, field samplers, etc.) +*/ +class EffectPackageAsset : public Asset +{ +protected: + + virtual ~EffectPackageAsset() {} + +public: + /** + \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 This method returns true if the authored asset has the 'hint' set to indicate the actors should be created with a unique render volume. + */ + virtual bool useUniqueRenderVolume() const = 0; + + +}; // + +/** + \brief Describes an EffectPackageAssetAuthoring class; not currently used. The ParticleEffectTool is used to + author EffectPackageAssets + */ +class EffectPackageAssetAuthoring : public AssetAuthoring +{ +protected: + virtual ~EffectPackageAssetAuthoring() {} +}; + +PX_POP_PACK + +} // end of apex namespace +} // end of nvidia namespace + +#endif 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 diff --git a/APEX_1.4/include/particles/ParticlesPreview.h b/APEX_1.4/include/particles/ParticlesPreview.h new file mode 100644 index 00000000..a3e60d70 --- /dev/null +++ b/APEX_1.4/include/particles/ParticlesPreview.h @@ -0,0 +1,92 @@ +/* + * 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 PARTICLES_PREVIEW_H +#define PARTICLES_PREVIEW_H + +#include "Apex.h" +#include "AssetPreview.h" + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +class RenderDebugInterface; + +namespace APEX_PARTICLES +{ +/** + \def PARTICLES_DRAW_NOTHING + Draw no items. +*/ +static const uint32_t PARTICLES_DRAW_NOTHING = (0x00); +/** + \def PARTICLES_DRAW_ICON + Draw the icon. +*/ +static const uint32_t PARTICLES_DRAW_ICON = (0x01); +/** + \def PARTICLES_DRAW_BOUNDARIES + Draw the Particles include shapes. +*/ +static const uint32_t PARTICLES_DRAW_BOUNDARIES = (0x2); +/** + \def PARTICLES_DRAW_WITH_CYLINDERS + Draw the dynamicsystem field boundaries. +*/ +static const uint32_t PARTICLES_DRAW_WITH_CYLINDERS = (0x4); +/** + \def PARTICLES_DRAW_FULL_DETAIL + Draw all of the preview rendering items. +*/ +static const uint32_t PARTICLES_DRAW_FULL_DETAIL = (PARTICLES_DRAW_ICON + PARTICLES_DRAW_BOUNDARIES); +/** + \def PARTICLES_DRAW_FULL_DETAIL_BOLD + Draw all of the preview rendering items using cylinders instead of lines to make the text and icon look BOLD. +*/ +static const uint32_t PARTICLES_DRAW_FULL_DETAIL_BOLD = (PARTICLES_DRAW_FULL_DETAIL + PARTICLES_DRAW_WITH_CYLINDERS); +} + +/** +\brief APEX asset preview wind asset. +*/ +class ParticlesPreview : public AssetPreview +{ +public: + /** + Set the scale of the icon. + The unscaled icon has is 1.0x1.0 game units. + By default the scale of the icon is 1.0. (unscaled) + */ + virtual void setIconScale(float scale) = 0; + /** + Set the detail level of the preview rendering by selecting which features to enable. + Any, all, or none of the following masks may be added together to select what should be drawn. + The defines for the individual items are PARTICLES_DRAW_NOTHING, PARTICLES_DRAW_ICON, PARTICLES_DRAW_BOUNDARIES, + PARTICLES_DRAW_WITH_CYLINDERS. + All items may be drawn using the macro PARTICLES_DRAW_FULL_DETAIL and PARTICLES_DRAW_FULL_DETAIL_BOLD. + */ + virtual void setDetailLevel(uint32_t detail) = 0; + +protected: + ParticlesPreview() {}; +}; + + +PX_POP_PACK + +} +} // end namespace nvidia + +#endif // PARTICLES_PREVIEW_H |