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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/destructible/fracture/SimScene.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/module/destructible/fracture/SimScene.h')
| -rw-r--r-- | APEX_1.4/module/destructible/fracture/SimScene.h | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/APEX_1.4/module/destructible/fracture/SimScene.h b/APEX_1.4/module/destructible/fracture/SimScene.h new file mode 100644 index 00000000..fd0e82e6 --- /dev/null +++ b/APEX_1.4/module/destructible/fracture/SimScene.h @@ -0,0 +1,60 @@ +/* + * 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. + */ + + +#include "RTdef.h" +#if RT_COMPILE +#ifndef SIM_SCENE +#define SIM_SCENE + +#include "SimSceneBase.h" + +namespace nvidia +{ +namespace destructible +{ + class DestructibleActorImpl; +} + +namespace fracture +{ + +class FracturePattern; +class Actor; + +class SimScene : public base::SimScene +{ +public: + static SimScene* createSimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath); +protected: + SimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath); +public: + virtual ~SimScene(); + + virtual void createSingletons(); + + virtual base::Actor* createActor(nvidia::destructible::DestructibleActorImpl* actor); + virtual base::Convex* createConvex(); + virtual base::Compound* createCompound(const base::FracturePattern *pattern, const base::FracturePattern *secondaryPattern = NULL, float contactOffset = 0.005f, float restOffset = -0.001f); + virtual base::FracturePattern* createFracturePattern(); + virtual void onWake(PxActor** actors, uint32_t count); + virtual void onSleep(PxActor** actors, uint32_t count); + + FracturePattern* getDefaultGlass() {return mDefaultGlass;} + +protected: + FracturePattern* mDefaultGlass; +}; + +} +} + +#endif +#endif
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