/* * Copyright (c) 2008-2017, 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 WIND_FSACTOR_H #define WIND_FSACTOR_H #include "Apex.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT class BasicFSAsset; /** \brief WindFS Actor class */ class WindFSActor : public Actor, public Renderable { protected: virtual ~WindFSActor() {} public: /** \brief Returns the asset the instance has been created from. */ virtual BasicFSAsset* getWindFSAsset() 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 field strength */ virtual void setFieldStrength(float) = 0; /** \brief Sets the field direction */ virtual void setFieldDirection(const PxVec3&) = 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 // WIND_FSACTOR_H