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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/turbulencefs/SubstanceSourceActor.h
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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')
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+/*
+ * 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