00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 00030 #ifndef MODULE_TURBULENCE_FS_H 00031 #define MODULE_TURBULENCE_FS_H 00032 00033 #include "Apex.h" 00034 #include "Shape.h" 00035 #include "VelocitySourceActor.h" 00036 #include "HeatSourceActor.h" 00037 #include "SubstanceSourceActor.h" 00038 #include "FlameEmitterActor.h" 00039 #include "TestBase.h" 00040 #include "PxFiltering.h" 00041 00042 namespace nvidia 00043 { 00044 namespace apex 00045 { 00046 00047 class TurbulenceFSAsset; 00048 class TurbulenceFSAssetAuthoring; 00049 00050 class TurbulenceRenderCallback; 00051 00055 class ModuleTurbulenceFS : public Module 00056 { 00057 public: 00058 00060 virtual bool setCustomTimestep(const Scene& apexScene, float timestep, int numIterations) = 0; 00061 00063 virtual bool setMultiSolveEnabled(const Scene& apexScene, bool enabled) = 0; 00064 00066 virtual void enableOutputVelocityField() = 0; 00067 00069 virtual void enableOutputDensityField() = 0; 00070 00072 virtual void enableOutputFlameField() = 0; 00073 00075 virtual void setCustomFilterShader(physx::PxSimulationFilterShader shader, const void* shaderData, uint32_t shaderDataSize) = 0; 00076 00078 virtual const TestBase* getTestBase(Scene* apexScene) const = 0; 00079 00081 virtual int32_t getGridSizePow() const = 0; 00082 00084 virtual void setGridSizePow(int32_t power) = 0; 00085 00087 virtual void prepareRenderables(const Scene&) = 0; 00088 00093 virtual bool setTurbulenceRenderCallback(const Scene& apexScene, TurbulenceRenderCallback* ) = 0; 00094 00099 virtual TurbulenceRenderCallback* getTurbulenceRenderCallback(const Scene& apexScene) const = 0; 00100 00101 protected: 00102 virtual ~ModuleTurbulenceFS() {} 00103 }; 00104 00105 #if !defined(_USRDLL) 00106 00110 void instantiateModuleTurbulenceFS(); 00111 #endif 00112 00113 } 00114 } // end namespace nvidia 00115 00116 #endif // MODULE_TURBULENCE_FS_H