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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