00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2014 NVIDIA Corporation. All rights reserved. 00027 #ifndef NX_SUBSTANCE_SOURCE_ACTOR_H 00028 #define NX_SUBSTANCE_SOURCE_ACTOR_H 00029 00030 #include "NxApex.h" 00031 #include "NxApexShape.h" 00032 00033 namespace physx 00034 { 00035 namespace apex 00036 { 00037 00038 class NxSubstanceSourceAsset; 00039 00040 00044 class NxSubstanceSourceActor : public NxApexActor//, public NxApexRenderable 00045 { 00046 protected: 00047 virtual ~NxSubstanceSourceActor() {} 00048 00049 public: 00053 virtual NxSubstanceSourceAsset* getSubstanceSourceAsset() const = 0; 00054 00055 virtual void setEnabled(bool enable) = 0; 00056 00057 virtual bool isEnabled() const = 0; 00058 00059 /*enable whether or not to use heat in the simulation (enabling heat reduces performance).<BR> 00060 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) 00061 */ 00062 00064 virtual bool intersectAgainstAABB(physx::PxBounds3) = 0; 00065 00066 virtual NxApexShape* getShape() const = 0; 00067 00069 virtual NxApexBoxShape* getBoxShape() = 0; 00070 00072 virtual NxApexSphereShape* getSphereShape() = 0; 00073 00075 virtual PxF32 getAverageDensity() const = 0; 00076 00078 virtual PxF32 getStdDensity() const = 0; 00079 00081 virtual void setDensity(PxF32 averageDensity, PxF32 stdDensity) = 0; 00082 00083 virtual void release() = 0; 00084 }; 00085 00086 00087 } 00088 } // end namespace physx::apex 00089 00090 #endif