nvidia::apex::GroundEmitterActor Class Reference
Ground Emitter actor. Uses raycasts against ground to spawn particles. More...
#include <GroundEmitterActor.h>
Inheritance diagram for nvidia::apex::GroundEmitterActor:
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 |
Detailed Description
Ground Emitter actor. Uses raycasts against ground to spawn particles.
Member Function Documentation
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.
The documentation for this class was generated from the following file:
Generated on Fri Dec 15 2017 13:58:38
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