// // 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 GROUND_EMITTER_ASSET_H #define GROUND_EMITTER_ASSET_H #include "Apex.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT #define GROUND_EMITTER_AUTHORING_TYPE_NAME "GroundEmitterAsset" ///Ground emitter asset. Used to create Ground emitter actors with specific properties. class GroundEmitterAsset : public Asset { protected: PX_INLINE GroundEmitterAsset() {} virtual ~GroundEmitterAsset() {} public: ///Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range. virtual const PxVec3 & getVelocityLow() const = 0; ///Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range. virtual const PxVec3 & getVelocityHigh() const = 0; ///Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range. virtual const float & getLifetimeLow() const = 0; ///Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range. virtual const float & getLifetimeHigh() const = 0; ///Gets the radius. The ground emitter actor will create objects within a circle of size 'radius'. virtual float getRadius() const = 0; ///Gets The maximum raycasts number per frame. virtual uint32_t getMaxRaycastsPerFrame() const = 0; ///Gets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'. virtual float getRaycastHeight() const = 0; /** \brief Gets the height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position. */ virtual float getSpawnHeight() const = 0; /// Gets collision groups name used to cast rays virtual const char* getRaycastCollisionGroupMaskName() const = 0; }; ///Ground emitter authoring class. Used to create Ground emitter assets. class GroundEmitterAssetAuthoring : public AssetAuthoring { protected: virtual ~GroundEmitterAssetAuthoring() {} }; PX_POP_PACK } } // end namespace nvidia #endif // GROUND_EMITTER_ASSET_H