// // 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 __EMITTER_GEOM_BASE_H__ #define __EMITTER_GEOM_BASE_H__ #include "Apex.h" #include "EmitterGeoms.h" #include "PsArray.h" #include "PsUserAllocated.h" #include #include "ApexRand.h" namespace nvidia { namespace apex { class RenderDebugInterface; } namespace emitter { /* Implementation base class for all EmitterGeom derivations */ class EmitterGeomBase : public UserAllocated { public: /* Asset callable functions */ virtual EmitterGeom* getEmitterGeom() = 0; virtual void destroy() = 0; /* ApexEmitterActor runtime access methods */ virtual float computeEmitterVolume() const = 0; virtual void computeFillPositions(physx::Array& positions, physx::Array& velocities, const PxTransform&, const PxVec3&, float, PxBounds3& outBounds, QDSRand& rand) const = 0; virtual PxVec3 randomPosInFullVolume(const PxMat44&, QDSRand&) const = 0; /* AssetPreview methods */ virtual void drawPreview(float scale, RenderDebugInterface* renderDebug) const = 0; /* Optional override functions */ virtual void visualize(const PxTransform&, RenderDebugInterface&) { } virtual float computeNewlyCoveredVolume(const PxMat44&, const PxMat44&, float, QDSRand&) const; virtual PxVec3 randomPosInNewlyCoveredVolume(const PxMat44&, const PxMat44&, QDSRand&) const; protected: virtual bool isInEmitter(const PxVec3& pos, const PxMat44& pose) const = 0; }; } } // end namespace nvidia #endif