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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) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  

#ifndef RENDER_PARTICLE_SYSTEM_ACTOR_H
#define RENDER_PARTICLE_SYSTEM_ACTOR_H

#include "RenderBaseActor.h"
#include "foundation/PxVec3.h"

namespace SampleRenderer
{
	class Renderer;
}
class ParticleSystem;

// NOTE: This class takes ownership of the passed ParticleSystem object.
class RenderParticleSystemActor : public RenderBaseActor
{
public:
										RenderParticleSystemActor(SampleRenderer::Renderer& renderer, 
																	ParticleSystem* ps,
																	bool _mesh_instancing = false,
																	bool _fading = false,
																	PxReal fadingPeriod = 1.0f,
																	PxReal debriScaleFactor = 1.0f);
	virtual								~RenderParticleSystemActor();

	virtual void						update(float deltaTime);
	void								updateSubstep(float deltaTime);
	ParticleSystem*						getParticleSystem() { return mPS; }
private:
	RenderParticleSystemActor& operator=(const RenderParticleSystemActor&);
	SampleRenderer::Renderer&			mRenderer;
	ParticleSystem*						mPS;
	bool								mUseMeshInstancing;
	bool								mUseSpritesMesh;
	bool								mFading;
};

#endif