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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 GROUND_EMITTER_ACTOR_H
#define GROUND_EMITTER_ACTOR_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class GroundEmitterAsset;
class RenderVolume;
/**
\brief a user calback interface used to map raycast hitpoints to material ID
* If an instance of this class is registered with a ground emitter actor, the actor will call
* requestMaterialLookups() in lieu of doing raycasts. The call will occur from within the scope
* of the ApexScene thread, so the callback must be thread safe.
*/
class MaterialLookupCallback
{
public:
/// Material request structure.
struct MaterialRequest
{
PxVec3 samplePosition; ///< test point position. This is filled by the emitter
uint32_t outMaterialID; ///< ID of the material at the hitpoint. This must be filled by the user
};
/**
\brief Submit the meterial lookup request. This method is called by the emitter and implemented by the user
\param requestCount [IN] number of requests
\param reqList [IN/OUT] the pointer to the requests. samplePosition is read and materialID is written to by the user.
*/
virtual void requestMaterialLookups(uint32_t requestCount, MaterialRequest* reqList) = 0;
virtual ~MaterialLookupCallback() {}
};
///Ground Emitter actor. Uses raycasts against ground to spawn particles
class GroundEmitterActor : public Actor
{
protected:
virtual ~GroundEmitterActor() {}
public:
/**
\brief Returns the asset the instance has been created from.
*/
virtual GroundEmitterAsset* getEmitterAsset() const = 0;
/**
\brief Returns the pose of the emitter
*/
virtual const PxMat44 getPose() const = 0;
/**
\brief Sets the pose of the emitter
*/
virtual void setPose(const PxMat44& pos) = 0;
/** \brief Set the material lookup callback method that replaces raycasts */
virtual void setMaterialLookupCallback(MaterialLookupCallback*) = 0;
/** \brief Get the material lookup callback method that replaces raycasts */
virtual MaterialLookupCallback* getMaterialLookupCallback() const = 0;
/**
\brief Attaches the emitter to an actor
PxActor pointer can be NULL to detach existing actor
*/
virtual void setAttachActor(PxActor*) = 0;
/**
\brief sets the relative position of the emitter in the space of the actor to which it is attached
*/
virtual void setAttachRelativePosition(const PxVec3& pos) = 0;
/**\brief PhysX SDK 3.X. Retrieves the actor, to which the emitter is attached. NULL is returned for an unattached emitter. */
virtual const PxActor* getAttachActor() const = 0;
/** \brief Retrieves the relative position of the emitter in the space of the actor to which it is attached. */
virtual const PxVec3& getAttachRelativePosition() const = 0;
/* Override some asset settings at run time */
///Sets the range from which the density of particles within the volume is randomly chosen
virtual void setDensity(const float&) = 0;
///Sets the radius. The ground emitter actor will create objects within a circle of size 'radius'.
virtual void setRadius(float) = 0;
///Sets The maximum raycasts number per frame.
virtual void setMaxRaycastsPerFrame(uint32_t) = 0;
///Sets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.
virtual void setRaycastHeight(float) = 0;
/**
\brief Sets the height above the ground to emit particles.
If greater than 0, the ground emitter will refresh a disc above the player's position rather than
refreshing a circle around the player's position.
*/
virtual void setSpawnHeight(float) = 0;
///Gets the range from which the density of particles within the volume is randomly chosen
virtual const float & getDensity() const = 0;
///Gets the radius. The ground emitter actor will create objects within a circle of size 'radius'.
virtual float getRadius() const = 0;
///Gets The maximum raycasts number per frame.
virtual uint32_t getMaxRaycastsPerFrame() const = 0;
///Gets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.
virtual float getRaycastHeight() const = 0;
/**
\brief Gets the height above the ground to emit particles.
If greater than 0, the ground emitter will refresh a disc above the player's position rather than
refreshing a circle around the player's position.
*/
virtual float getSpawnHeight() const = 0;
///Sets collision groups used to cast rays
virtual void setRaycastCollisionGroups(uint32_t) = 0;
///PHYSX SDK 3.X. Sets collision groups mask.
virtual void setRaycastCollisionGroupsMask(physx::PxFilterData*) = 0;
///Gets collision groups used to cast rays
virtual uint32_t getRaycastCollisionGroups() const = 0;
///Emitted particles are injected to specified render volume on initial frame.
///Set to NULL to clear the preferred volume.
virtual void setPreferredRenderVolume(RenderVolume* volume) = 0;
};
PX_POP_PACK
}
} // end namespace nvidia
#endif // GROUND_EMITTER_ACTOR_H
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