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Diffstat (limited to 'APEX_1.4/include/basicios/BasicIosAsset.h')
| -rw-r--r-- | APEX_1.4/include/basicios/BasicIosAsset.h | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/APEX_1.4/include/basicios/BasicIosAsset.h b/APEX_1.4/include/basicios/BasicIosAsset.h new file mode 100644 index 00000000..c2278967 --- /dev/null +++ b/APEX_1.4/include/basicios/BasicIosAsset.h @@ -0,0 +1,90 @@ +/* + * 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 |