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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /samples/SampleBase/blast/BlastFamilyModelSimple.cpp
parentAdded screens to welcome page (diff)
downloadarchived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
archived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'samples/SampleBase/blast/BlastFamilyModelSimple.cpp')
-rw-r--r--samples/SampleBase/blast/BlastFamilyModelSimple.cpp39
1 files changed, 29 insertions, 10 deletions
diff --git a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp
index 858758f..d8a1e33 100644
--- a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp
+++ b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp
@@ -1,12 +1,30 @@
-/*
-* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
-*
-* NVIDIA CORPORATION and its licensors retain all intellectual property
-* and proprietary rights in and to this software, related documentation
-* and any modifications thereto. Any use, reproduction, disclosure or
-* distribution of this software and related documentation without an express
-* license agreement from NVIDIA CORPORATION is strictly prohibited.
-*/
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
+
#include "BlastFamilyModelSimple.h"
#include "RenderUtils.h"
@@ -284,6 +302,7 @@ void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor)
const NvBlastBond* bonds = tkAsset->getBonds();
const NvBlastSupportGraph graph = tkAsset->getGraph();
+ const float bondHealthMax = m_blastAsset.getBondHealthMax();
std::vector<float> healthBuffer;
@@ -316,7 +335,7 @@ void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor)
{
uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
- float bondHealth = PxClamp(bondHealths[bondIndex] / BOND_HEALTH_MAX, 0.0f, 1.0f);
+ float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f);
const NvBlastBond& solverBond = bonds[bondIndex];
const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);