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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 IMPACT_EMITTER_ACTOR_H
#define IMPACT_EMITTER_ACTOR_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class ImpactEmitterAsset;
class RenderVolume;
///Impact emitter actor. Emits particles at impact places
class ImpactEmitterActor : public Actor
{
protected:
virtual ~ImpactEmitterActor() {}
public:
///Gets the pointer to the underlying asset
virtual ImpactEmitterAsset* getEmitterAsset() const = 0;
/**
\brief Registers an impact in the queue
\param hitPos impact position
\param hitDir impact direction
\param surfNorm normal of the surface that is hit by the impact
\param setID - id for the event set which should be spawned. Specifies the behavior. \sa ImpactEmitterAsset::querySetID
*/
virtual void registerImpact(const PxVec3& hitPos, const PxVec3& hitDir, const PxVec3& surfNorm, uint32_t setID) = 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 // IMPACT_EMITTER_ACTOR_H
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