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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/turbulencefs/SubstanceSourceActor.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/include/turbulencefs/SubstanceSourceActor.h')
| -rw-r--r-- | APEX_1.4/include/turbulencefs/SubstanceSourceActor.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/APEX_1.4/include/turbulencefs/SubstanceSourceActor.h b/APEX_1.4/include/turbulencefs/SubstanceSourceActor.h new file mode 100644 index 00000000..d70717fb --- /dev/null +++ b/APEX_1.4/include/turbulencefs/SubstanceSourceActor.h @@ -0,0 +1,81 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, related documentation + * and any modifications thereto. Any use, reproduction, disclosure or + * distribution of this software and related documentation without an express + * license agreement from NVIDIA CORPORATION is strictly prohibited. + */ + +#ifndef SUBSTANCE_SOURCE_ACTOR_H +#define SUBSTANCE_SOURCE_ACTOR_H + +#include "Apex.h" +#include "Shape.h" + +namespace nvidia +{ +namespace apex +{ + +class SubstanceSourceAsset; + + +/** + \brief Turbulence ScalarSource Actor class + */ +class SubstanceSourceActor : public Actor +{ +protected: + virtual ~SubstanceSourceActor() {} + +public: + ///Returns the asset the instance has been created from. + virtual SubstanceSourceAsset* getSubstanceSourceAsset() const = 0; + + /** + \brief enable whether or not to use density in the simulation (enabling density reduces performance). + + If you are enabling density then you also need to add substance sources (without substance sources you will see no effect of density on the simulation, except a drop in performance) + */ + virtual void setEnabled(bool enable) = 0; + + ///Returns true if substance source enabled + virtual bool isEnabled() const = 0; + + ///intersect the collision shape against a given AABB + virtual bool intersectAgainstAABB(PxBounds3) = 0; + + ///Returns pointer to Shape of substance source + virtual Shape* getShape() const = 0; + + ///If it is a box, cast to box class, return NULL otherwise + virtual BoxShape* getBoxShape() = 0; + + ///If it is a sphere, cast to sphere class, return NULL otherwise + virtual SphereShape* getSphereShape() = 0; + + ///Return average value of density + virtual float getAverageDensity() const = 0; + + ///Return STD value of density + virtual float getStdDensity() const = 0; + + ///Set average and STD values for density + virtual void setDensity(float averageDensity, float stdDensity) = 0; + + ///Sets the uniform overall object scale + virtual void setCurrentScale(float scale) = 0; + + ///Retrieves the uniform overall object scale + virtual float getCurrentScale(void) const = 0; + + virtual void release() = 0; +}; + + +} +} // end namespace nvidia + +#endif |