/* * Copyright (c) 2008-2017, 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 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