// 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) 2016-2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTEXTPXACTORIMPL_H #define NVBLASTEXTPXACTORIMPL_H #include "NvBlastExtPxActor.h" #include "NvBlastArray.h" #include "PxTransform.h" using namespace physx; namespace Nv { namespace Blast { // Forward declarations class ExtPxFamilyImpl; struct PxActorCreateInfo { PxTransform m_transform; PxVec3 m_scale; PxVec3 m_parentLinearVelocity; PxVec3 m_parentAngularVelocity; PxVec3 m_parentCOM; }; class ExtPxActorImpl final : public ExtPxActor { public: //////// ctor //////// ExtPxActorImpl(ExtPxFamilyImpl* family, TkActor* tkActor, const PxActorCreateInfo& pxActorInfo); ~ExtPxActorImpl() { release(); } void release(); //////// interface //////// virtual uint32_t getChunkCount() const override { return static_cast(m_chunkIndices.size()); } virtual const uint32_t* getChunkIndices() const override { return m_chunkIndices.begin(); } virtual PxRigidDynamic& getPhysXActor() const override { return *m_rigidDynamic; } virtual TkActor& getTkActor() const override { return *m_tkActor; } virtual ExtPxFamily& getFamily() const override; private: //////// data //////// ExtPxFamilyImpl* m_family; TkActor* m_tkActor; PxRigidDynamic* m_rigidDynamic; InlineArray::type m_chunkIndices; }; } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTEXTPXACTORIMPL_H