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| 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/pxparticleios | |
| 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/pxparticleios')
| -rw-r--r-- | APEX_1.4/include/pxparticleios/ModuleParticleIos.h | 49 | ||||
| -rw-r--r-- | APEX_1.4/include/pxparticleios/ParticleIosActor.h | 45 | ||||
| -rw-r--r-- | APEX_1.4/include/pxparticleios/ParticleIosAsset.h | 82 |
3 files changed, 176 insertions, 0 deletions
diff --git a/APEX_1.4/include/pxparticleios/ModuleParticleIos.h b/APEX_1.4/include/pxparticleios/ModuleParticleIos.h new file mode 100644 index 00000000..48c03abb --- /dev/null +++ b/APEX_1.4/include/pxparticleios/ModuleParticleIos.h @@ -0,0 +1,49 @@ +/* + * 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_PARTICLE_IOS_H +#define MODULE_PARTICLE_IOS_H + +#include "Apex.h" +#include <limits.h> + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +class ParticleIosAsset; +class ParticleIosAssetAuthoring; +class CudaTestManager; +class Scene; + +/** +\brief ParticleIOS Module - Manages PhysX 3.0 PxParticleSystem and PxParticleFluid simulations +*/ +class ModuleParticleIos : public Module +{ +protected: + virtual ~ModuleParticleIos() {} + +public: + /// Get ParticleIOS authoring type name + virtual const char* getParticleIosTypeName() = 0; +}; + + +PX_POP_PACK + +} +} // namespace nvidia + +#endif // MODULE_PARTICLE_IOS_H diff --git a/APEX_1.4/include/pxparticleios/ParticleIosActor.h b/APEX_1.4/include/pxparticleios/ParticleIosActor.h new file mode 100644 index 00000000..f073284e --- /dev/null +++ b/APEX_1.4/include/pxparticleios/ParticleIosActor.h @@ -0,0 +1,45 @@ +/* + * 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 PARTICLE_IOS_ACTOR_H +#define PARTICLE_IOS_ACTOR_H + +#include "Apex.h" + +#if PX_PHYSICS_VERSION_MAJOR == 3 +#include "ScopedPhysXLock.h" +#endif + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +/** +\brief ParticleIOS Actor. A simple actor that simulates a particle system. + */ +class ParticleIosActor : public Actor +{ +public: + // This actor is not publically visible + +protected: + virtual ~ParticleIosActor() {} +}; + +PX_POP_PACK + +} +} // namespace nvidia + +#endif // PARTICLE_IOS_ACTOR_H diff --git a/APEX_1.4/include/pxparticleios/ParticleIosAsset.h b/APEX_1.4/include/pxparticleios/ParticleIosAsset.h new file mode 100644 index 00000000..0fa42f9b --- /dev/null +++ b/APEX_1.4/include/pxparticleios/ParticleIosAsset.h @@ -0,0 +1,82 @@ +/* + * 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 PARTICLE_IOS_ASSET_H +#define PARTICLE_IOS_ASSET_H + +#include "Apex.h" +#include <limits.h> + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +#define PARTICLE_IOS_AUTHORING_TYPE_NAME "ParticleIosAsset" + +/** + \brief APEX Particle System Asset + */ +class ParticleIosAsset : public IosAsset +{ +public: + ///Get the radius of a particle + virtual float getParticleRadius() const = 0; + + ///Get the maximum number of particles that are allowed to be newly created on each frame + virtual float getMaxInjectedParticleCount() const = 0; + + ///Get the maximum number of particles that this IOS can simulate + virtual uint32_t getMaxParticleCount() const = 0; + + ///Get the mass of a particle + virtual float getParticleMass() const = 0; + +protected: + virtual ~ParticleIosAsset() {} +}; + +/** + \brief APEX Particle System Asset Authoring class + */ +class ParticleIosAssetAuthoring : public AssetAuthoring +{ +public: + ///Set the radius of a particle + virtual void setParticleRadius(float) = 0; + + ///Set the maximum number of particles that are allowed to be newly created on each frame + virtual void setMaxInjectedParticleCount(float count) = 0; + + ///Set the maximum number of particles that this IOS can simulate + virtual void setMaxParticleCount(uint32_t count) = 0; + + ///Set the mass of a particle + virtual void setParticleMass(float) = 0; + + ///Set the (NRP) name for the collision group. + virtual void setCollisionGroupName(const char* collisionGroupName) = 0; + + ///Set the (NRP) name for the collision group mask. + virtual void setCollisionGroupMaskName(const char* collisionGroupMaskName) = 0; + +protected: + virtual ~ParticleIosAssetAuthoring() {} +}; + +PX_POP_PACK + +} +} // namespace nvidia + +#endif // PARTICLE_IOS_ASSET_H |