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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 VELOCITY_SOURCE_ACTOR_H
#define VELOCITY_SOURCE_ACTOR_H
#include "Apex.h"
#include "Shape.h"
namespace nvidia
{
namespace apex
{
class VelocitySourceAsset;
/**
\brief Turbulence VelocitySource Actor class
*/
class VelocitySourceActor : public Actor
{
protected:
virtual ~VelocitySourceActor() {}
public:
///Returns the asset the instance has been created from.
virtual VelocitySourceAsset* getVelocitySourceAsset() const = 0;
///enable/disable the velocity source
virtual void setEnabled(bool enable) = 0;
///Returns true if velocity source enabled
virtual bool isEnabled() const = 0;
///intersect the collision shape against a given AABB
virtual bool intersectAgainstAABB(PxBounds3) = 0;
///Returns pointer to Shape of velocity source
virtual Shape* getShape() const = 0;
///If it is a box, cast to box class, return NULL otherwise
virtual BoxShape* getBoxShape() = 0;
///If it is a sphere, cast to sphere class, return NULL otherwise
virtual SphereShape* getSphereShape() = 0;
///Return average value of velocity
virtual float getAverageVelocity() const = 0;
///Return STD value of velocity
virtual float getStdVelocity() const = 0;
///get the pose of a velocity source shape
virtual PxMat44 getPose() const = 0;
///Set average and STD values for velocity
virtual void setVelocity(float averageVelocity, float stdVelocity) = 0;
///set the pose of a velocity source shape
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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