iparticles.h File Reference
Description
Scene element Particles.
Code Example
iparticles.h
//*****************************************************************************
// Copyright 2024 NVIDIA Corporation. All rights reserved.
//*****************************************************************************
//*****************************************************************************
#ifndef MI_NEURAYLIB_IPARTICLES_H
#define MI_NEURAYLIB_IPARTICLES_H
#include <mi/neuraylib/iattribute_vector.h>
#include <mi/neuraylib/identifier.h>
#include <mi/neuraylib/iscene_element.h>
#include <mi/neuraylib/typedefs.h>
namespace mi {
namespace neuraylib {
enum Particle_type
{
PARTICLE_TYPE_SPHERE,
PARTICLE_TYPE_FORCE_32_BIT = 0xffffffffU // Undocumented, for alignment only.
};
mi_static_assert( sizeof( Particle_type) == sizeof( Uint32));
class IParticles :
public base::Interface_declare<0xd48750cf,0x179d,0x4487,0xb5,0xf8,0xac,0x8b,0x29,0x48,0xd1,0xc,
neuraylib::IScene_element>
{
public:
virtual void set_type( Particle_type particle_type) = 0;
virtual Particle_type
get_type() const = 0;
virtual Size
get_particles_size() const = 0;
virtual Uint32
get_particles_element_size() const = 0;
virtual void reserve( Size n) = 0;
virtual Sint32
set_data( const Float32* data, Size n) = 0;
virtual const Float32* get_data() const = 0;
virtual Sint32
add_particle( const Float32* data) = 0;
virtual Sint32
set_particle( Size index, const Float32* data) = 0;
virtual const Float32* get_particle( Size index) const = 0;
virtual bool has_attribute( Mesh_attribute_name name) const = 0;
virtual IAttribute_vector* create_attribute_vector(
Mesh_attribute_name name, Uint32 dim = 1) = 0;
virtual const IAttribute_vector* access_attribute_vector( Mesh_attribute_name name) const = 0;
virtual IAttribute_vector* edit_attribute_vector( Mesh_attribute_name name) = 0;
virtual Sint32
attach_attribute_vector(
IAttribute_vector* attribute_vector) = 0;
virtual Sint32
remove_attribute_vector( Mesh_attribute_name name) = 0;
virtual Bbox3_struct
get_bbox() const = 0;
virtual Bbox3_struct
get_tight_bbox(
const Float64_4_4_struct& transformation_matrix) const = 0;
};
// end group mi_neuray_leaf_nodes
} // namespace neuraylib
} // namespace mi
#endif // MI_NEURAYLIB_IPARTICLES_H
Namespaces
- namespace
- Common namespace for APIs of NVIDIA Advanced Rendering Center GmbH. More...
- namespace
- Namespace for the neuray API. More...
Classes
- class
- Interface representing a collection of particles. More...
Enumerations
- enum {PARTICLE_TYPE_SPHERE, PARTICLE_TYPE_FORCE_32_BIT = 0xffffffffU }
- Different particle types of mi::neuraylib::IParticles. More...