aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/include/basicfs/VortexFSActor.h
blob: 3ae4974cf39e2e9caa92a13b4503f8ee053e187c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/*
 * 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