00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 00030 #ifndef PARTICLE_IOS_ASSET_H 00031 #define PARTICLE_IOS_ASSET_H 00032 00033 #include "Apex.h" 00034 #include <limits.h> 00035 00036 namespace nvidia 00037 { 00038 namespace apex 00039 { 00040 00041 PX_PUSH_PACK_DEFAULT 00042 00043 #define PARTICLE_IOS_AUTHORING_TYPE_NAME "ParticleIosAsset" 00044 00048 class ParticleIosAsset : public IosAsset 00049 { 00050 public: 00052 virtual float getParticleRadius() const = 0; 00053 00055 virtual float getMaxInjectedParticleCount() const = 0; 00056 00058 virtual uint32_t getMaxParticleCount() const = 0; 00059 00061 virtual float getParticleMass() const = 0; 00062 00063 protected: 00064 virtual ~ParticleIosAsset() {} 00065 }; 00066 00070 class ParticleIosAssetAuthoring : public AssetAuthoring 00071 { 00072 public: 00074 virtual void setParticleRadius(float) = 0; 00075 00077 virtual void setMaxInjectedParticleCount(float count) = 0; 00078 00080 virtual void setMaxParticleCount(uint32_t count) = 0; 00081 00083 virtual void setParticleMass(float) = 0; 00084 00086 virtual void setCollisionGroupName(const char* collisionGroupName) = 0; 00087 00089 virtual void setCollisionGroupMaskName(const char* collisionGroupMaskName) = 0; 00090 00091 protected: 00092 virtual ~ParticleIosAssetAuthoring() {} 00093 }; 00094 00095 PX_POP_PACK 00096 00097 } 00098 } // namespace nvidia 00099 00100 #endif // PARTICLE_IOS_ASSET_H