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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 IOFX_ACTOR_H
#define IOFX_ACTOR_H
#include "Apex.h"
#include "IofxAsset.h"
#include "IofxRenderable.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
/**
\brief IOFX actor public interface
*/
class IofxActor : public Actor
{
public:
///get the radius of the partice
virtual float getObjectRadius() const = 0;
///get the number of particles
virtual uint32_t getObjectCount() const = 0;
///get the number of visible particles (if sprite depth sorting is enabled, returns only number of particles in front of camera)
virtual uint32_t getVisibleCount() const = 0;
///get the name of the IOS asset used to feed partices to the IOFX
virtual const char* getIosAssetName() const = 0;
///returns AABB covering all objects in this actor, it's updated each frame during Scene::fetchResults().
virtual physx::PxBounds3 getBounds() const = 0;
/**
\brief Acquire a pointer to the iofx's renderable proxy and increment its reference count.
The IofxRenderable will only be deleted when its reference count is zero.
Calls to IofxRenderable::release decrement the reference count, as does a call to IofxActor::release().
*/
virtual IofxRenderable* acquireRenderableReference() = 0;
};
PX_POP_PACK
}
} // namespace nvidia
#endif // IOFX_ACTOR_H
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