Ground Emitter actor. Uses raycasts against ground to spawn particles. More...
#include <GroundEmitterActor.h>
Public Member Functions | |
virtual GroundEmitterAsset * | getEmitterAsset () const =0 |
Returns the asset the instance has been created from. | |
virtual const PxMat44 | getPose () const =0 |
Returns the pose of the emitter. | |
virtual void | setPose (const PxMat44 &pos)=0 |
Sets the pose of the emitter. | |
virtual void | setMaterialLookupCallback (MaterialLookupCallback *)=0 |
Set the material lookup callback method that replaces raycasts. | |
virtual MaterialLookupCallback * | getMaterialLookupCallback () const =0 |
Get the material lookup callback method that replaces raycasts. | |
virtual void | setAttachActor (PxActor *)=0 |
Attaches the emitter to an actor PxActor pointer can be NULL to detach existing actor. | |
virtual void | setAttachRelativePosition (const PxVec3 &pos)=0 |
sets the relative position of the emitter in the space of the actor to which it is attached | |
virtual const PxActor * | getAttachActor () const =0 |
PhysX SDK 3.X. Retrieves the actor, to which the emitter is attached. NULL is returned for an unattached emitter. | |
virtual const PxVec3 & | getAttachRelativePosition () const =0 |
Retrieves the relative position of the emitter in the space of the actor to which it is attached. | |
virtual void | setDensity (const float &)=0 |
Sets the range from which the density of particles within the volume is randomly chosen. | |
virtual void | setRadius (float)=0 |
Sets the radius. The ground emitter actor will create objects within a circle of size 'radius'. | |
virtual void | setMaxRaycastsPerFrame (uint32_t)=0 |
Sets The maximum raycasts number per frame. | |
virtual void | setRaycastHeight (float)=0 |
Sets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'. | |
virtual void | setSpawnHeight (float)=0 |
Sets the height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position. | |
virtual const float & | getDensity () const =0 |
Gets the range from which the density of particles within the volume is randomly chosen. | |
virtual float | getRadius () const =0 |
Gets the radius. The ground emitter actor will create objects within a circle of size 'radius'. | |
virtual uint32_t | getMaxRaycastsPerFrame () const =0 |
Gets The maximum raycasts number per frame. | |
virtual float | getRaycastHeight () const =0 |
Gets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'. | |
virtual float | getSpawnHeight () const =0 |
Gets the height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position. | |
virtual void | setRaycastCollisionGroups (uint32_t)=0 |
Sets collision groups used to cast rays. | |
virtual void | setRaycastCollisionGroupsMask (physx::PxFilterData *)=0 |
PHYSX SDK 3.X. Sets collision groups mask. | |
virtual uint32_t | getRaycastCollisionGroups () const =0 |
Gets collision groups used to cast rays. | |
virtual void | setPreferredRenderVolume (RenderVolume *volume)=0 |
Protected Member Functions | |
virtual | ~GroundEmitterActor () |
Ground Emitter actor. Uses raycasts against ground to spawn particles.
virtual nvidia::apex::GroundEmitterActor::~GroundEmitterActor | ( | ) | [inline, protected, virtual] |
virtual const PxActor* nvidia::apex::GroundEmitterActor::getAttachActor | ( | ) | const [pure virtual] |
PhysX SDK 3.X. Retrieves the actor, to which the emitter is attached. NULL is returned for an unattached emitter.
virtual const PxVec3& nvidia::apex::GroundEmitterActor::getAttachRelativePosition | ( | ) | const [pure virtual] |
Retrieves the relative position of the emitter in the space of the actor to which it is attached.
virtual const float& nvidia::apex::GroundEmitterActor::getDensity | ( | ) | const [pure virtual] |
Gets the range from which the density of particles within the volume is randomly chosen.
virtual GroundEmitterAsset* nvidia::apex::GroundEmitterActor::getEmitterAsset | ( | ) | const [pure virtual] |
Returns the asset the instance has been created from.
virtual MaterialLookupCallback* nvidia::apex::GroundEmitterActor::getMaterialLookupCallback | ( | ) | const [pure virtual] |
Get the material lookup callback method that replaces raycasts.
virtual uint32_t nvidia::apex::GroundEmitterActor::getMaxRaycastsPerFrame | ( | ) | const [pure virtual] |
Gets The maximum raycasts number per frame.
virtual const PxMat44 nvidia::apex::GroundEmitterActor::getPose | ( | ) | const [pure virtual] |
Returns the pose of the emitter.
virtual float nvidia::apex::GroundEmitterActor::getRadius | ( | ) | const [pure virtual] |
Gets the radius. The ground emitter actor will create objects within a circle of size 'radius'.
virtual uint32_t nvidia::apex::GroundEmitterActor::getRaycastCollisionGroups | ( | ) | const [pure virtual] |
Gets collision groups used to cast rays.
virtual float nvidia::apex::GroundEmitterActor::getRaycastHeight | ( | ) | const [pure virtual] |
Gets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.
virtual float nvidia::apex::GroundEmitterActor::getSpawnHeight | ( | ) | const [pure virtual] |
Gets the height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position.
virtual void nvidia::apex::GroundEmitterActor::setAttachActor | ( | PxActor * | ) | [pure virtual] |
Attaches the emitter to an actor PxActor pointer can be NULL to detach existing actor.
virtual void nvidia::apex::GroundEmitterActor::setAttachRelativePosition | ( | const PxVec3 & | pos | ) | [pure virtual] |
sets the relative position of the emitter in the space of the actor to which it is attached
virtual void nvidia::apex::GroundEmitterActor::setDensity | ( | const float & | ) | [pure virtual] |
Sets the range from which the density of particles within the volume is randomly chosen.
virtual void nvidia::apex::GroundEmitterActor::setMaterialLookupCallback | ( | MaterialLookupCallback * | ) | [pure virtual] |
Set the material lookup callback method that replaces raycasts.
virtual void nvidia::apex::GroundEmitterActor::setMaxRaycastsPerFrame | ( | uint32_t | ) | [pure virtual] |
Sets The maximum raycasts number per frame.
virtual void nvidia::apex::GroundEmitterActor::setPose | ( | const PxMat44 & | pos | ) | [pure virtual] |
Sets the pose of the emitter.
virtual void nvidia::apex::GroundEmitterActor::setPreferredRenderVolume | ( | RenderVolume * | volume | ) | [pure virtual] |
Emitted particles are injected to specified render volume on initial frame. Set to NULL to clear the preferred volume.
virtual void nvidia::apex::GroundEmitterActor::setRadius | ( | float | ) | [pure virtual] |
Sets the radius. The ground emitter actor will create objects within a circle of size 'radius'.
virtual void nvidia::apex::GroundEmitterActor::setRaycastCollisionGroups | ( | uint32_t | ) | [pure virtual] |
Sets collision groups used to cast rays.
virtual void nvidia::apex::GroundEmitterActor::setRaycastCollisionGroupsMask | ( | physx::PxFilterData * | ) | [pure virtual] |
PHYSX SDK 3.X. Sets collision groups mask.
virtual void nvidia::apex::GroundEmitterActor::setRaycastHeight | ( | float | ) | [pure virtual] |
Sets the height from which the ground emitter will cast rays at terrain/objects opposite of the 'upDirection'.
virtual void nvidia::apex::GroundEmitterActor::setSpawnHeight | ( | float | ) | [pure virtual] |
Sets the height above the ground to emit particles. If greater than 0, the ground emitter will refresh a disc above the player's position rather than refreshing a circle around the player's position.