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//
// 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 JET_FSACTOR_H
#define JET_FSACTOR_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class BasicFSAsset;
/**
\brief JetFS Actor class
*/
class JetFSActor : public Actor, public Renderable
{
protected:
virtual ~JetFSActor() {}
public:
/**
\brief Returns the asset the instance has been created from.
*/
virtual BasicFSAsset* getJetFSAsset() 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 Gets the current scale of the actor
*/
virtual float getCurrentScale() const = 0;
/**
\brief Sets the current scale of the actor
*/
virtual void setCurrentScale(const float& scale) = 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;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif // JET_FSACTOR_H
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