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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 HEAT_SOURCE_ACTOR_H
+#define HEAT_SOURCE_ACTOR_H
+
+#include "Apex.h"
+#include "Shape.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+class HeatSourceAsset;
+
+
+/**
+ \brief Turbulence HeatSource Actor class
+ */
+class HeatSourceActor : public Actor
+{
+protected:
+ virtual ~HeatSourceActor() {}
+
+public:
+ ///Returns the asset the instance has been created from.
+ virtual HeatSourceAsset* getHeatSourceAsset() const = 0;
+
+ ///enable/disable the heating
+ virtual void setEnabled(bool enable) = 0;
+
+ ///Returns true if heating enabled
+ virtual bool isEnabled() const = 0;
+
+ ///intersect the collision shape against a given AABB
+ virtual bool intersectAgainstAABB(PxBounds3) = 0;
+
+ ///Returns pointer to Shape of heat 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 temperature
+ virtual float getAverageTemperature() const = 0;
+
+ ///Return STD value of temperature
+ virtual float getStdTemperature() const = 0;
+
+ ///get the pose of a heat source shape
+ virtual PxMat44 getPose() const = 0;
+
+ ///Set average and STD values for temperature
+ virtual void setTemperature(float averageTemperature, float stdTemperature) = 0;
+
+ ///set the pose of a heat source shape
+ virtual void setPose(PxMat44 pose) = 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