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/*
* 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 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
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