Turbulence ScalarSource Actor class. More...
#include <SubstanceSourceActor.h>
Public Member Functions | |
virtual SubstanceSourceAsset * | getSubstanceSourceAsset () const =0 |
Returns the asset the instance has been created from. | |
virtual void | setEnabled (bool enable)=0 |
enable whether or not to use density in the simulation (enabling density reduces performance). | |
virtual bool | isEnabled () const =0 |
Returns true if substance source enabled. | |
virtual bool | intersectAgainstAABB (PxBounds3)=0 |
intersect the collision shape against a given AABB | |
virtual Shape * | getShape () const =0 |
Returns pointer to Shape of substance source. | |
virtual BoxShape * | getBoxShape ()=0 |
If it is a box, cast to box class, return NULL otherwise. | |
virtual SphereShape * | getSphereShape ()=0 |
If it is a sphere, cast to sphere class, return NULL otherwise. | |
virtual float | getAverageDensity () const =0 |
Return average value of density. | |
virtual float | getStdDensity () const =0 |
Return STD value of density. | |
virtual void | setDensity (float averageDensity, float stdDensity)=0 |
Set average and STD values for density. | |
virtual void | setCurrentScale (float scale)=0 |
Sets the uniform overall object scale. | |
virtual float | getCurrentScale (void) const =0 |
Retrieves the uniform overall object scale. | |
virtual void | release ()=0 |
Protected Member Functions | |
virtual | ~SubstanceSourceActor () |
Turbulence ScalarSource Actor class.
virtual nvidia::apex::SubstanceSourceActor::~SubstanceSourceActor | ( | ) | [inline, protected, virtual] |
virtual float nvidia::apex::SubstanceSourceActor::getAverageDensity | ( | ) | const [pure virtual] |
Return average value of density.
virtual BoxShape* nvidia::apex::SubstanceSourceActor::getBoxShape | ( | ) | [pure virtual] |
If it is a box, cast to box class, return NULL otherwise.
virtual float nvidia::apex::SubstanceSourceActor::getCurrentScale | ( | void | ) | const [pure virtual] |
Retrieves the uniform overall object scale.
virtual Shape* nvidia::apex::SubstanceSourceActor::getShape | ( | ) | const [pure virtual] |
Returns pointer to Shape of substance source.
virtual SphereShape* nvidia::apex::SubstanceSourceActor::getSphereShape | ( | ) | [pure virtual] |
If it is a sphere, cast to sphere class, return NULL otherwise.
virtual float nvidia::apex::SubstanceSourceActor::getStdDensity | ( | ) | const [pure virtual] |
Return STD value of density.
virtual SubstanceSourceAsset* nvidia::apex::SubstanceSourceActor::getSubstanceSourceAsset | ( | ) | const [pure virtual] |
Returns the asset the instance has been created from.
virtual bool nvidia::apex::SubstanceSourceActor::intersectAgainstAABB | ( | PxBounds3 | ) | [pure virtual] |
intersect the collision shape against a given AABB
virtual bool nvidia::apex::SubstanceSourceActor::isEnabled | ( | ) | const [pure virtual] |
Returns true if substance source enabled.
virtual void nvidia::apex::SubstanceSourceActor::release | ( | ) | [pure virtual] |
virtual void nvidia::apex::SubstanceSourceActor::setCurrentScale | ( | float | scale | ) | [pure virtual] |
Sets the uniform overall object scale.
virtual void nvidia::apex::SubstanceSourceActor::setDensity | ( | float | averageDensity, |
float | stdDensity | ||
) | [pure virtual] |
Set average and STD values for density.
virtual void nvidia::apex::SubstanceSourceActor::setEnabled | ( | bool | enable | ) | [pure virtual] |
enable whether or not to use density in the simulation (enabling density reduces performance).
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)