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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 MODULE_TURBULENCE_FS_H
#define MODULE_TURBULENCE_FS_H
#include "Apex.h"
#include "Shape.h"
#include "VelocitySourceActor.h"
#include "HeatSourceActor.h"
#include "SubstanceSourceActor.h"
#include "FlameEmitterActor.h"
#include "TestBase.h"
#include "PxFiltering.h"
namespace nvidia
{
namespace apex
{
class TurbulenceFSAsset;
class TurbulenceFSAssetAuthoring;
class TurbulenceRenderCallback;
/**
\brief Class for TurbulenceFS module.
*/
class ModuleTurbulenceFS : public Module
{
public:
/// Set custom timestep parameters for the specified scene (only for one simulation call)
virtual bool setCustomTimestep(const Scene& apexScene, float timestep, int numIterations) = 0;
/// Enable/disable multi-solve feature for the specified scene (disable by default)
virtual bool setMultiSolveEnabled(const Scene& apexScene, bool enabled) = 0;
/// Enable output velocity field to UserRenderSurfaceBuffer
virtual void enableOutputVelocityField() = 0;
/// Enable output density field to UserRenderSurfaceBuffer
virtual void enableOutputDensityField() = 0;
/// Enable output flame field to UserRenderSurfaceBuffer
virtual void enableOutputFlameField() = 0;
/// Set custum filter shader to filter collision shapes interacting with Turbulence grids
virtual void setCustomFilterShader(physx::PxSimulationFilterShader shader, const void* shaderData, uint32_t shaderDataSize) = 0;
///Returns pointer to TestBase. Internal feature, return NULL for distribution builds
virtual const TestBase* getTestBase(Scene* apexScene) const = 0;
/// get grid size power. Grid size of all actors will be multiplied by 2^(grid size power). But final grid size restricted by defined values
virtual int32_t getGridSizePow() const = 0;
/// set grid size power. Grid size of all actors will be multiplied by 2^(grid size power). But final grid size restricted by defined values
virtual void setGridSizePow(int32_t power) = 0;
///Prepare renderables for rendering, should be called each frame before using renderables to update them with the most recent data
virtual void prepareRenderables(const Scene&) = 0;
/**
\brief Set TurbulenceRenderCallback
\see TurbulenceRenderCallback
*/
virtual bool setTurbulenceRenderCallback(const Scene& apexScene, TurbulenceRenderCallback* ) = 0;
/**
\brief Get TurbulenceRenderCallback
\see TurbulenceRenderCallback
*/
virtual TurbulenceRenderCallback* getTurbulenceRenderCallback(const Scene& apexScene) const = 0;
protected:
virtual ~ModuleTurbulenceFS() {}
};
#if !defined(_USRDLL)
/**
\brief If this module is distributed as a static library, the user must call this
function before calling ApexSDK::createModule("Turbulence")
*/
void instantiateModuleTurbulenceFS();
#endif
}
} // end namespace nvidia
#endif // MODULE_TURBULENCE_FS_H
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