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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 IOFX_ASSET_H
#define IOFX_ASSET_H
#include "Apex.h"
#include "ModifierDefs.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
#define IOFX_AUTHORING_TYPE_NAME "IOFX"
class Modifier;
class ApexActor;
/**
\brief IOFX Asset public interface. Used to define the way the visual parameters are created
from physical parameters of a particle
*/
class IofxAsset : public Asset, public Context
{
public:
///get the name of the material used for sprite-based particles visualization
virtual const char* getSpriteMaterialName() const = 0;
///get the number of different mesh assets used for mesh-based particles visualization
virtual uint32_t getMeshAssetCount() const = 0;
///get the name of one of the mesh assets used for mesh-based particles visualization
/// \param index mesh asset internal index
virtual const char* getMeshAssetName(uint32_t index = 0) const = 0;
///get the weight of one of the mesh assets used for mesh-based particles visualization. Can be any value; not normalized.
/// \param index mesh asset internal index
virtual uint32_t getMeshAssetWeight(uint32_t index = 0) const = 0;
///get the list of spawn modifiers
virtual const Modifier* getSpawnModifiers(uint32_t& outCount) const = 0;
///get the list of continuous modifiers
virtual const Modifier* getContinuousModifiers(uint32_t& outCount) const = 0;
///get the biggest possible scale given the current spawn- and continuous modifiers
///note that some modifiers depend on velocity, so the scale can get arbitrarily large.
/// \param maxVelocity this value defines what the highest expected velocity is to compute the upper bound
virtual float getScaleUpperBound(float maxVelocity) const = 0;
///the IOFX asset needs to inform other actors when it is released
/// \note only for internal use
virtual void addDependentActor(ApexActor* actor) = 0;
};
/**
\brief IOFX Asset Authoring public interface.
*/
class IofxAssetAuthoring : public AssetAuthoring
{
};
PX_POP_PACK
}
} // namespace nvidia
#endif // IOFX_ASSET_H
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