// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef BASIC_IOS_ASSET_H #define BASIC_IOS_ASSET_H #include "Apex.h" #include 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