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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 FLAME_EMITTER_ACTOR_H
#define FLAME_EMITTER_ACTOR_H

#include "Apex.h"
#include "Shape.h"

namespace nvidia
{
namespace apex
{

class FlameEmitterAsset;


/**
 \brief Flame Emitter Actor class
 */
class FlameEmitterActor : public Actor
{
protected:
	virtual ~FlameEmitterActor() {}

public:
	///Returns the asset the instance has been created from.
	virtual FlameEmitterAsset*			getFlameEmitterAsset() const = 0;


	///enable/disable flame emitter
	virtual void 						setEnabled(bool enable) = 0;

	///Returns true if flame emitter enabled
	virtual bool 						isEnabled() const = 0;

	///intersect the collision shape against a given AABB
	virtual bool						intersectAgainstAABB(const PxBounds3&) const = 0;

	///get the global pose
	virtual PxMat44						getPose() const = 0;

	///set the global pose
	virtual void						setPose(PxMat44 pose) = 0;

	///Sets the uniform overall object scale
	virtual void						setCurrentScale(float scale) = 0;

	///Retrieves the uniform overall object scale
	virtual float						getCurrentScale(void) const = 0;

	virtual void						release() = 0;
};


}
} // end namespace nvidia

#endif