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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 EFFECT_PACKAGE_ASSET_H
#define EFFECT_PACKAGE_ASSET_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
#define PARTICLES_EFFECT_PACKAGE_AUTHORING_TYPE_NAME "EffectPackageAsset"
/**
\brief Describes an EffectPackageAsset; a collection of particle related effects (emitters, field samplers, etc.)
*/
class EffectPackageAsset : public Asset
{
protected:
virtual ~EffectPackageAsset() {}
public:
/**
\brief returns the duration of the effect; accounting for maximum duration of each sub-effect. A duration of 'zero' means it is an infinite lifetime effect.
*/
virtual float getDuration() const = 0;
/**
\brief This method returns true if the authored asset has the 'hint' set to indicate the actors should be created with a unique render volume.
*/
virtual bool useUniqueRenderVolume() const = 0;
}; //
/**
\brief Describes an EffectPackageAssetAuthoring class; not currently used. The ParticleEffectTool is used to
author EffectPackageAssets
*/
class EffectPackageAssetAuthoring : public AssetAuthoring
{
protected:
virtual ~EffectPackageAssetAuthoring() {}
};
PX_POP_PACK
} // end of apex namespace
} // end of nvidia namespace
#endif
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