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//
// 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 BASIC_IOS_ASSET_H
#define BASIC_IOS_ASSET_H
#include "Apex.h"
#include <limits.h>
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
#define BASIC_IOS_AUTHORING_TYPE_NAME "BasicIosAsset"
/**
\brief APEX Particle System Asset
*/
class BasicIosAsset : public IosAsset
{
public:
///Get the radius of a particle
virtual float getParticleRadius() const = 0;
///Get the rest density of a particle
virtual float getRestDensity() const = 0;
///Get the maximum number of particles that are allowed to be newly created on each frame
virtual float getMaxInjectedParticleCount() const = 0;
///Get the maximum number of particles that this IOS can simulate
virtual uint32_t getMaxParticleCount() const = 0;
///Get the mass of a particle
virtual float getParticleMass() const = 0;
protected:
virtual ~BasicIosAsset() {}
};
/**
\brief APEX Particle System Asset Authoring class
*/
class BasicIosAssetAuthoring : public AssetAuthoring
{
public:
///Set the radius of a particle
virtual void setParticleRadius(float) = 0;
///Set the rest density of a particle
virtual void setRestDensity(float) = 0;
///Set the maximum number of particles that are allowed to be newly created on each frame
virtual void setMaxInjectedParticleCount(float count) = 0;
///Set the maximum number of particles that this IOS can simulate
virtual void setMaxParticleCount(uint32_t count) = 0;
///Set the mass of a particle
virtual void setParticleMass(float) = 0;
///Set the (NRP) name for the collision group.
virtual void setCollisionGroupName(const char* collisionGroupName) = 0;
///Set the (NRP) name for the collision group mask.
virtual void setCollisionGroupMaskName(const char* collisionGroupMaskName) = 0;
protected:
virtual ~BasicIosAssetAuthoring() {}
};
PX_POP_PACK
}
} // namespace nvidia
#endif // BASIC_IOS_ASSET_H
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