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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
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