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/*
* Copyright (c) 2008-2015, 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 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
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