// 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) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef BLAST_ASSET_BOXES_H #define BLAST_ASSET_BOXES_H #include "BlastAsset.h" #include "AssetGenerator.h" #include "PxConvexMesh.h" namespace physx { class PxPhysics; class PxCooking; } namespace Nv { namespace Blast { class TkFramework; } } class BlastAssetBoxes : public BlastAsset { public: struct Desc { CubeAssetGenerator::Settings generatorSettings; float staticHeight; bool jointAllBonds; }; BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc); virtual ~BlastAssetBoxes(); BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); private: PxConvexMesh* m_boxMesh; GeneratorAsset m_generatorAsset; }; #endif //BLAST_ASSET_BOXES_H