/* * 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 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