getAttachActor() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getAttachRelativePosition() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getDensity() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getEmitterAsset() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getMaterialLookupCallback() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getMaxRaycastsPerFrame() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getPose() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getRadius() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getRaycastCollisionGroups() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getRaycastHeight() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
getSpawnHeight() const =0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setAttachActor(PxActor *)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setAttachRelativePosition(const PxVec3 &pos)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setDensity(const float &)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setMaterialLookupCallback(MaterialLookupCallback *)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setMaxRaycastsPerFrame(uint32_t)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setPose(const PxMat44 &pos)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setPreferredRenderVolume(RenderVolume *volume)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setRadius(float)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setRaycastCollisionGroups(uint32_t)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setRaycastCollisionGroupsMask(physx::PxFilterData *)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setRaycastHeight(float)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
setSpawnHeight(float)=0 | nvidia::apex::GroundEmitterActor | [pure virtual] |
~GroundEmitterActor() | nvidia::apex::GroundEmitterActor | [inline, protected, virtual] |