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+/*
+ * 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 BASIC_IOS_ASSET_H
+#define BASIC_IOS_ASSET_H
+
+#include "Apex.h"
+#include <limits.h>
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+#define BASIC_IOS_AUTHORING_TYPE_NAME "BasicIosAsset"
+
+/**
+ \brief APEX Particle System Asset
+ */
+class BasicIosAsset : public IosAsset
+{
+public:
+
+ ///Get the radius of a particle
+ virtual float getParticleRadius() const = 0;
+
+ ///Get the rest density of a particle
+ virtual float getRestDensity() 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 ~BasicIosAsset() {}
+};
+
+/**
+ \brief APEX Particle System Asset Authoring class
+ */
+class BasicIosAssetAuthoring : public AssetAuthoring
+{
+public:
+
+ ///Set the radius of a particle
+ virtual void setParticleRadius(float) = 0;
+
+ ///Set the rest density of a particle
+ virtual void setRestDensity(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 ~BasicIosAssetAuthoring() {}
+};
+
+PX_POP_PACK
+
+}
+} // namespace nvidia
+
+#endif // BASIC_IOS_ASSET_H