APEX Framework: ApexNameSpace.h File Reference

NVIDIA APEX

ApexNameSpace.h File Reference

Defines APEX namespace strings. More...

#include "ApexUsingNamespace.h"

Go to the source code of this file.

Defines

#define APEX_COLLISION_GROUP_NAME_SPACE   "NSCollisionGroup"
 A namespace for names of collision groups (CollisionGroup).
#define APEX_COLLISION_GROUP_128_NAME_SPACE   "NSCollisionGroup128"
 A namespace for names of GroupsMasks.
#define APEX_COLLISION_GROUP_64_NAME_SPACE   "NSCollisionGroup64"
 A namespace for names of GroupsMasks64.
#define APEX_COLLISION_GROUP_MASK_NAME_SPACE   "NSCollisionGroupMask"
 A namespace for names of collision group masks.
#define APEX_AUTHORABLE_ASSETS_TYPES_NAME_SPACE   "AuthorableAssetTypes"
 Internal namespace for authorable asset types.
#define APEX_NV_PARAM_AUTH_ASSETS_TYPES_NAME_SPACE   "NvParamAuthorableAssetTypes"
 Internal namespace for parameterized authorable assets.
#define APEX_MATERIALS_NAME_SPACE   "ApexMaterials"
 A namespace for graphical material names.
#define APEX_VOLUME_RENDER_MATERIALS_NAME_SPACE   "ApexVolumeRenderMaterials"
 A namespace for volumetric rendering material names.
#define APEX_PHYSICS_MATERIAL_NAME_SPACE   "NSPhysicalMaterial"
 A namespace for physical material names.
#define APEX_CUSTOM_VB_NAME_SPACE   "NSCustomVBNames"
 A namespace for custom vertex buffer semantics names.

Detailed Description

Defines APEX namespace strings.

These are predefined framework namespaces in the named resource provider


Define Documentation

#define APEX_AUTHORABLE_ASSETS_TYPES_NAME_SPACE   "AuthorableAssetTypes"

Internal namespace for authorable asset types.

For examples, there are entries in this namespace for "ApexRenderMesh", "NxClothingAsset", "DestructibleAsset", etc... The values stored in this namespace are the namespace IDs of the authorable asset types. So if your module needs to get a pointer to a FooAsset created by module Foo, you can ask the ApexSDK for that asset's namespace ID.

#define APEX_COLLISION_GROUP_128_NAME_SPACE   "NSCollisionGroup128"

A namespace for names of GroupsMasks.

Each name in this namespace must map to a pointer to a persistent 128-bit GroupsMask type. The NRP will not automatically generate release requests for names in this namespace.

#define APEX_COLLISION_GROUP_64_NAME_SPACE   "NSCollisionGroup64"

A namespace for names of GroupsMasks64.

Each name in this namespace must map to a pointer to a persistent 64-bit GroupsMask64 type. The NRP will not automatically generate release requests for names in this namespace.

#define APEX_COLLISION_GROUP_MASK_NAME_SPACE   "NSCollisionGroupMask"

A namespace for names of collision group masks.

Each name in this namespace must map to a 32-bit integer (stored in a void*), wherein each bit represents a collision group (CollisionGroup). The NRP will not automatically generate release requests for names in this namespace.

#define APEX_COLLISION_GROUP_NAME_SPACE   "NSCollisionGroup"

A namespace for names of collision groups (CollisionGroup).

Each name in this namespace must map to a 5-bit integer in the range [0..31] (stored in a void*). The NRP will not automatically generate release requests for names in this namespace.

#define APEX_CUSTOM_VB_NAME_SPACE   "NSCustomVBNames"

A namespace for custom vertex buffer semantics names.

Each name in this namespace maps to a pointer to a game-engine defined data structure identifying a custom vertex buffer semantic. APEX does not interpret or dereference this pointer in any way. APEX provides an array of these pointers in UserRenderVertexBufferDesc::customBuffersIdents, which is passed the rendering engine when requesting allocation of vertex buffers.

#define APEX_MATERIALS_NAME_SPACE   "ApexMaterials"

A namespace for graphical material names.

Each name in this namespace maps to a pointer to a game-engine defined graphical material data structure. APEX does not interpret or dereference this pointer in any way. APEX provides this pointer to the UserRenderResource::setMaterial(void *material) callback to the rendering engine. This mapping allows APEX assets to refer to game engine materials (e.g.: texture maps and shader programs) without imposing any limitations on what a game engine graphical material can contain. The NRP will not automatically generate release requests for names in this namespace.

#define APEX_PHYSICS_MATERIAL_NAME_SPACE   "NSPhysicalMaterial"

A namespace for physical material names.

Each name in this namespace maps to MaterialID, which is a data type defined by the PhysX SDK. The NRP will not automatically generate release requests for names in this namespace.


Generated on Fri Dec 15 2017 13:58:35

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