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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_ASSET_H
#define GROUND_EMITTER_ASSET_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
#define GROUND_EMITTER_AUTHORING_TYPE_NAME "GroundEmitterAsset"
///Ground emitter asset. Used to create Ground emitter actors with specific properties.
class GroundEmitterAsset : public Asset
{
protected:
PX_INLINE GroundEmitterAsset() {}
virtual ~GroundEmitterAsset() {}
public:
///Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range.
virtual const PxVec3 & getVelocityLow() const = 0;
///Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range.
virtual const PxVec3 & getVelocityHigh() const = 0;
///Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range.
virtual const float & getLifetimeLow() const = 0;
///Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range.
virtual const float & getLifetimeHigh() 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;
/// Gets collision groups name used to cast rays
virtual const char* getRaycastCollisionGroupMaskName() const = 0;
};
///Ground emitter authoring class. Used to create Ground emitter assets.
class GroundEmitterAssetAuthoring : public AssetAuthoring
{
protected:
virtual ~GroundEmitterAssetAuthoring() {}
};
PX_POP_PACK
}
} // end namespace nvidia
#endif // GROUND_EMITTER_ASSET_H
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