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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 FORCE_FIELD_ACTOR_H
#define FORCE_FIELD_ACTOR_H
#include "Apex.h"
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
class ForceFieldAsset;
class ForceFieldAssetParams;
/**
\brief ForceField Actor
*/
class ForceFieldActor : public Actor
{
protected:
virtual ~ForceFieldActor() {}
public:
/**
Return true if the force field actor is enabled.
*/
virtual bool isEnable() = 0;
/**
Disable force field actor. Default status is enable. Can switch it freely.
A disabled explosion actor still exists there, but has no effect to the scene.
*/
virtual bool disable() = 0;
/**
Enable force field actor. Default status is enable. Can switch it freely.
A disabled explosion actor still exists there, but has no effect to the scene.
*/
virtual bool enable() = 0;
/**
Gets location and orientation of the force field.
*/
virtual PxMat44 getPose() const = 0;
/**
Sets location and orientation of the force field.
*/
virtual void setPose(const PxMat44& pose) = 0;
/**
Gets the force field actor's scale.
*/
PX_DEPRECATED virtual float getScale() const = 0;
/**
Sets the force field actor's scale. (0.0f, +inf)
*/
PX_DEPRECATED virtual void setScale(float scale) = 0;
/**
Gets the force field actor's scale.
*/
PX_DEPRECATED virtual float getCurrentScale() const = 0;
/**
Sets the force field actor's scale. (0.0f, +inf)
*/
PX_DEPRECATED virtual void setCurrentScale(float scale) = 0;
/**
Retrieves the name string for the force field actor.
*/
virtual const char* getName() const = 0;
/**
Set a name string for the force field actor that can be retrieved with getName().
*/
virtual void setName(const char* name) = 0;
/**
Set strength for the force field actor.
*/
virtual void setStrength(const float strength) = 0;
/**
Set lifetime for the force field actor.
*/
virtual void setLifetime(const float lifetime) = 0;
/**
Set falloff type (linear, steep, scurve, custom, none) for the force field actor.
Only works for radial force field types.
*/
PX_DEPRECATED virtual void setFalloffType(const char* type) = 0;
/**
Set falloff multiplier for the force field actor.
Only works for radial force field types.
*/
PX_DEPRECATED virtual void setFalloffMultiplier(const float multiplier) = 0;
/**
Returns the asset the actor has been created from.
*/
virtual ForceFieldAsset* getForceFieldAsset() const = 0;
};
PX_POP_PACK
} // namespace apex
} // namespace nvidia
#endif // FORCE_FIELD_ACTOR_H
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