// // 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 DESTRUCTIBLE_PREVIEW_H #define DESTRUCTIBLE_PREVIEW_H #include "AssetPreview.h" #include "RenderMeshActor.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief Destructible module's derivation AssetPreview. */ class DestructiblePreview : public AssetPreview { public: /** \brief Returns render mesh actor */ virtual const RenderMeshActor* getRenderMeshActor() const = 0; /** \brief Sets the preview chunk depth and "explode" amount (pushes the chunks out by that relative distance). \param [in] depth Must be nonnegative. Internally the value will be clamped to the depth range in the asset. \param [in] explode must be nonnegative. */ virtual void setExplodeView(uint32_t depth, float explode) = 0; protected: DestructiblePreview() {} }; PX_POP_PACK } } // end namespace nvidia #endif // DESTRUCTIBLE_PREVIEW_H