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/*
* Copyright (c) 2008-2015, 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 EMITTER_ASSET_H
#define EMITTER_ASSET_H
#include "Apex.h"
#include "EmitterGeoms.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
#define EMITTER_AUTHORING_TYPE_NAME "ApexEmitterAsset"
class EmitterActor;
class EmitterPreview;
class EmitterLodParamDesc;
///APEX Emitter asset. Emits particles within some shape.
class EmitterAsset : public Asset
{
protected:
virtual ~EmitterAsset() {}
public:
/// Returns the explicit geometry for the all actors based on this asset if the asset is explicit, NULL otherwise
virtual EmitterGeomExplicit* isExplicitGeom() = 0;
/// Returns the geometry used for the all actors based on this asset
virtual const EmitterGeom* getGeom() const = 0;
/// Gets IOFX asset name that is used to visualize partices of this emitter
virtual const char* getInstancedObjectEffectsAssetName(void) const = 0;
/// Gets IOS asset name that is used to simulate partices of this emitter
virtual const char* getInstancedObjectSimulatorAssetName(void) const = 0;
/// Gets IOS asset class name that is used to simulate partices of this emitter
virtual const char* getInstancedObjectSimulatorTypeName(void) const = 0;
virtual const float & getDensity() const = 0; ///< Gets the range used to choose the density of particles
virtual const float & getRate() const = 0; ///< Gets the range used to choose the emission rate
virtual const PxVec3 & getVelocityLow() const = 0; ///< Gets the range used to choose the velocity of particles
virtual const PxVec3 & getVelocityHigh() const = 0; ///< Gets the range used to choose the velocity of particles
virtual const float & getLifetimeLow() const = 0; ///< Gets the range used to choose the lifetime of particles
virtual const float & getLifetimeHigh() const = 0; ///< Gets the range used to choose the lifetime of particles
/// For an explicit emitter, Max Samples is ignored. For shaped emitters, it is the maximum number of objects spawned in a step.
virtual uint32_t getMaxSamples() const = 0;
/**
\brief Gets the emitter duration in seconds
\note If EmitterActor::startEmit() is called with persistent=true, then this duration is ignored.
*/
virtual float getEmitDuration() const = 0;
/// Gets LOD settings for this asset
virtual const EmitterLodParamDesc& getLodParamDesc() const = 0;
};
///APEX Emitter Asset Authoring. Used to create APEX Emitter assets.
class EmitterAssetAuthoring : public AssetAuthoring
{
protected:
virtual ~EmitterAssetAuthoring() {}
};
PX_POP_PACK
}
} // end namespace nvidia
#endif // EMITTER_ASSET_H
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