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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 TURBULENCE_FSACTOR_H
#define TURBULENCE_FSACTOR_H
#include "Apex.h"
#include "Shape.h"
namespace nvidia
{
namespace apex
{
class TurbulenceFSAsset;
class TurbulenceRenderable;
/**
\brief Turbulence FieldSampler Actor class
*/
class TurbulenceFSActor : public Actor, public Renderable
{
protected:
virtual ~TurbulenceFSActor() {}
public:
///Returns the asset the instance has been created from.
virtual TurbulenceFSAsset* getTurbulenceFSAsset() const = 0;
///enable/disable the fluid simulation
virtual void setEnabled(bool enable) = 0;
/**
\brief set the pose of the grid - this includes only the position and rotation.
the position is that of the center of the grid, as is determined as (pose.column3.x, pose.column3.y, pose.column3.z)<BR>
the rotation is the rotation of the object that the grid is centered on <BR>
(the grid does not rotate, but we use this pose for rotating the collision obstacle, the jets and imparting angular momentum)
*/
virtual void setPose(PxMat44 pose) = 0;
/**
\brief get the pose of the grid - this includes only the position and rotation.
the position is that of the center of the grid, as is determined as (pose.column3.x, pose.column3.y, pose.column3.z)<BR>
the rotation is the rotation of the object that the grid is centered on <BR>
(the grid does not rotate, but we use this pose for rotating the collision obstacle, the jets and imparting angular momentum)
*/
virtual PxMat44 getPose() const = 0;
///get the grid bounding box min point
virtual PxVec3 getGridBoundingBoxMin() = 0;
///get the grid bounding box max point
virtual PxVec3 getGridBoundingBoxMax() = 0;
///get the grid size vector
virtual PxVec3 getGridSize() = 0;
///get the grid dimensions
virtual void getGridDimensions(uint32_t &gridX,uint32_t &gridY,uint32_t &gridZ) = 0;
///set the grid dimensions
virtual void setGridDimensions(const uint32_t &gridX, const uint32_t &gridY, const uint32_t &gridZ) = 0;
/**
\brief force the current updates per frame to a particular value.
Range is 0-1:<BR>
1.0f is maximum simulation quality<BR>
0.0f is minimum simulation quality
*/
virtual void setUpdatesPerFrame(float upd) = 0;
///get the current value of the updates per frame
virtual float getUpdatesPerFrame() const = 0;
/**
\brief methods to get the velocity field sampled at grid centers.
call setSampleVelocityFieldEnabled(true) to enable the sampling and call getVelocityField to get back the sampled results
*/
virtual void getVelocityField(void** x, void** y, void** z, uint32_t& sizeX, uint32_t& sizeY, uint32_t& sizeZ) = 0;
///enable/disable sample velocity field
virtual void setSampleVelocityFieldEnabled(bool enabled) = 0;
///set a multiplier and a clamp on the total angular velocity induced in the system by the internal collision obstacle or by external collision objects
virtual void setAngularVelocityMultiplierAndClamp(float angularVelocityMultiplier, float angularVelocityClamp) = 0;
///set a multiplier and a clamp on the total linear velocity induced in the system by a collision obstacle
virtual void setLinearVelocityMultiplierAndClamp(float linearVelocityMultiplier, float linearVelocityClamp) = 0;
///set velocity field fade. All cells in the field multiplies by (1 - fade) on each frame
virtual void setVelocityFieldFade(float fade) = 0;
///set fluid viscosity (diffusion) for velocity
virtual void setFluidViscosity(float viscosity) = 0;
///set time of velocity field cleaning process [sec]
virtual void setVelocityFieldCleaningTime(float time) = 0;
///set time without activity before velocity field cleaning process starts [sec].
virtual void setVelocityFieldCleaningDelay(float time) = 0;
/**
set parameter which correspond to 'a' in erf(a*(cleaning_timer/velocityFieldCleaningTime)).
for full cleaning it should be greater then 2. If you want just decrease velocity magitude use smaller value
*/
virtual void setVelocityFieldCleaningIntensity(float a) = 0;
/**
\brief enable whether or not to use heat in the simulation (enabling heat reduces performance).<BR>
\note If you are enabling heat then you also need to add temperature sources (without temperature sources you will see no effect of heat on the simulation, except a drop in performance)
*/
virtual void setUseHeat(bool enable) = 0;
///set heat specific parameters for the simulation
virtual void setHeatBasedParameters(float forceMultiplier, float ambientTemperature, PxVec3 heatForceDirection, float thermalConductivity) = 0;
/**
\brief enable whether or not to use density in the simulation (enabling density reduces performance).<BR>
\note If you are enabling density then you also need to add substance sources (without substance sources you will see no effect of density on the simulation, except a drop in performance)
*/
virtual void setUseDensity(bool enable) = 0;
///Returns true if turbulence actor is in density mode.
virtual bool getUseDensity(void) const = 0;
///set density specific parameters for the simulation
virtual void setDensityBasedParameters(float diffusionCoef, float densityFieldFade) = 0;
///get the density grid dimensions
virtual void getDensityGridDimensions(uint32_t &gridX,uint32_t &gridY,uint32_t &gridZ) = 0;
/**
\brief allows external actors like wind or explosion to add a single directional velocity to the grid.<BR>
\note if multiple calls to this function are made only the last call is honored (i.e. the velocities are not accumulated)
*/
virtual void setExternalVelocity(PxVec3 vel) = 0;
///set a multiplier for the field velocity
virtual void setFieldVelocityMultiplier(float value) = 0;
///set a weight for the field velocity
virtual void setFieldVelocityWeight(float value) = 0;
///set noise parameters
virtual void setNoiseParameters(float noiseStrength, PxVec3 noiseSpacePeriod, float noiseTimePeriod, uint32_t noiseOctaves) = 0;
///set density texture range
virtual void setDensityTextureRange(float minValue, float maxValue) = 0;
///Returns the optional volume render material name specified for this turbulence actor.
virtual const char *getVolumeRenderMaterialName(void) const = 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;
///Returns true if turbulence actor is in flame mode.
virtual bool getUseFlame(void) const = 0;
///Returns flame grid dimensions.
virtual void getFlameGridDimensions(uint32_t &gridX, uint32_t &gridY, uint32_t &gridZ) const = 0;
/**
\brief Acquire a pointer to the Turbulence renderable proxy and increment its reference count.
The TurbulenceRenderable will only be deleted when its reference count is zero.
Calls to TurbulenceRenderable::release decrement the reference count, as does a call to TurbulenceFSActor::release().
*/
virtual TurbulenceRenderable* acquireRenderableReference() = 0;
};
}
} // end namespace nvidia
#endif // TURBULENCE_FSACTOR_H
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