Ground emitter asset. Used to create Ground emitter actors with specific properties. More...
#include <GroundEmitterAsset.h>
Public Member Functions | |
virtual const PxVec3 & | getVelocityLow () const =0 |
Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range. | |
virtual const PxVec3 & | getVelocityHigh () const =0 |
Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range. | |
virtual const float & | getLifetimeLow () const =0 |
Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range. | |
virtual const float & | getLifetimeHigh () const =0 |
Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range. | |
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 const char * | getRaycastCollisionGroupMaskName () const =0 |
Gets collision groups name used to cast rays. | |
Protected Member Functions | |
PX_INLINE | GroundEmitterAsset () |
virtual | ~GroundEmitterAsset () |
Detailed Description
Ground emitter asset. Used to create Ground emitter actors with specific properties.
Constructor & Destructor Documentation
PX_INLINE nvidia::apex::GroundEmitterAsset::GroundEmitterAsset | ( | ) | [inline, protected] |
virtual nvidia::apex::GroundEmitterAsset::~GroundEmitterAsset | ( | ) | [inline, protected, virtual] |
Member Function Documentation
virtual const float& nvidia::apex::GroundEmitterAsset::getLifetimeHigh | ( | ) | const [pure virtual] |
Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range.
virtual const float& nvidia::apex::GroundEmitterAsset::getLifetimeLow | ( | ) | const [pure virtual] |
Gets the lifetime range. The ground emitter actor will create objects with a random lifetime (in seconds) within the lifetime range.
virtual uint32_t nvidia::apex::GroundEmitterAsset::getMaxRaycastsPerFrame | ( | ) | const [pure virtual] |
Gets The maximum raycasts number per frame.
virtual float nvidia::apex::GroundEmitterAsset::getRadius | ( | ) | const [pure virtual] |
Gets the radius. The ground emitter actor will create objects within a circle of size 'radius'.
virtual const char* nvidia::apex::GroundEmitterAsset::getRaycastCollisionGroupMaskName | ( | ) | const [pure virtual] |
Gets collision groups name used to cast rays.
virtual float nvidia::apex::GroundEmitterAsset::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::GroundEmitterAsset::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 const PxVec3& nvidia::apex::GroundEmitterAsset::getVelocityHigh | ( | ) | const [pure virtual] |
Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range.
virtual const PxVec3& nvidia::apex::GroundEmitterAsset::getVelocityLow | ( | ) | const [pure virtual] |
Gets the velocity range. The ground emitter actor will create objects with a random velocity within the velocity range.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:27
Copyright © 2012-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.