// // 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 IOFX_ACTOR_H #define IOFX_ACTOR_H #include "Apex.h" #include "IofxAsset.h" #include "IofxRenderable.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief IOFX actor public interface */ class IofxActor : public Actor { public: ///get the radius of the partice virtual float getObjectRadius() const = 0; ///get the number of particles virtual uint32_t getObjectCount() const = 0; ///get the number of visible particles (if sprite depth sorting is enabled, returns only number of particles in front of camera) virtual uint32_t getVisibleCount() const = 0; ///get the name of the IOS asset used to feed partices to the IOFX virtual const char* getIosAssetName() const = 0; ///returns AABB covering all objects in this actor, it's updated each frame during Scene::fetchResults(). virtual physx::PxBounds3 getBounds() const = 0; /** \brief Acquire a pointer to the iofx's renderable proxy and increment its reference count. The IofxRenderable will only be deleted when its reference count is zero. Calls to IofxRenderable::release decrement the reference count, as does a call to IofxActor::release(). */ virtual IofxRenderable* acquireRenderableReference() = 0; }; PX_POP_PACK } } // namespace nvidia #endif // IOFX_ACTOR_H