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/*
* 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 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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