// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef VORTEX_FSACTOR_H #define VORTEX_FSACTOR_H #include "Apex.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT class BasicFSAsset; /** \brief VortexFS Actor class */ class VortexFSActor : public Actor, public Renderable { protected: virtual ~VortexFSActor() {} public: /** \brief Returns the asset the instance has been created from. */ virtual BasicFSAsset* getVortexFSAsset() const = 0; /** \brief Gets the current pose of the actor */ virtual PxMat44 getCurrentPose() const = 0; /** \brief Sets the current pose of the actor */ virtual void setCurrentPose(const PxTransform& pose) = 0; /** \brief Gets the current position of the actor */ virtual PxVec3 getCurrentPosition() const = 0; /** \brief Sets the current position of the actor */ virtual void setCurrentPosition(const PxVec3& pos) = 0; /** \brief Sets the axis of the capsule in local coordinate system */ virtual void setAxis(const PxVec3&) = 0; /** \brief Sets the height of the capsule */ virtual void setHeight(float) = 0; /** \brief Sets the bottom radius of the capsule */ virtual void setBottomRadius(float) = 0; /** \brief Sets the top radius of the capsule */ virtual void setTopRadius(float) = 0; /** \brief Sets the bottom spherical force of the capsule */ virtual void setBottomSphericalForce(bool) = 0; /** \brief Sets the top spherical force of the capsule */ virtual void setTopSphericalForce(bool) = 0; /** \brief Sets strength of the rotational part of vortex field */ virtual void setRotationalStrength(float) = 0; /** \brief Sets strength of the radial part of vortex field */ virtual void setRadialStrength(float) = 0; /** \brief Sets strength of the lifting part of vortex field */ virtual void setLiftStrength(float) = 0; /** \brief Enable/Disable the field simulation */ virtual void setEnabled(bool isEnabled) = 0; /** \brief Sets the uniform overall object scale */ virtual void setCurrentScale(float scale) = 0; /** \brief Retrieves the uniform overall object scale */ virtual float getCurrentScale(void) const = 0; }; PX_POP_PACK } } // end namespace nvidia::apex #endif // VORTEX_FSACTOR_H