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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 |