text: //
  // 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 WIND_FSACTOR_H
  #define WIND_FSACTOR_H
  
  #include "Apex.h"
  
  namespace nvidia
  {
  namespace apex
  {
  
  PX_PUSH_PACK_DEFAULT
  
  class BasicFSAsset;
  
  
  /**
   \brief WindFS Actor class
   */
  class WindFSActor : public Actor, public Renderable
  {
  protected:
  	virtual ~WindFSActor() {}
  
  public:
  
  	/**
  	\brief Returns the asset the instance has been created from.
  	*/
  	virtual BasicFSAsset* 		getWindFSAsset() const = 0;
  
  	/**
  	\brief Gets the current pose of the actor
  	*/
  	virtual PxMat44				getCurrentPose() const = 0;
  	
  	/**
  	\brief Sets the current pose of the actor
  	*/
  	virtual void				setCurrentPose(const PxTransform& pose) = 0;
  	
  	/**
  	\brief Gets the current position of the actor
  	*/
  	virtual PxVec3				getCurrentPosition() const = 0;
  	
  	/**
  	\brief Sets the current position of the actor
  	*/
  	virtual void				setCurrentPosition(const PxVec3& pos) = 0;
  
  	/**
  	\brief Sets the field strength
  	*/
  	virtual void				setFieldStrength(float) = 0;
  	
  	/**
  	\brief Sets the field direction
  	*/
  	virtual void				setFieldDirection(const PxVec3&) = 0;
  
  	/**
  	\brief Enable/Disable the field simulation
  	*/
  	virtual void				setEnabled(bool isEnabled) = 0;
  
  	/**
  	\brief Sets the uniform overall object scale
  	*/
  	virtual void				setCurrentScale(float scale) = 0;
  
  	/**
  	\brief Retrieves the uniform overall object scale
  	*/
  	virtual float				getCurrentScale(void) const = 0;
  };
  
  PX_POP_PACK
  
  }
  } // end namespace nvidia::apex
  
  #endif // WIND_FSACTOR_H
  