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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/samples_v2/SampleBase/PhysXPrimitive.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/samples_v2/SampleBase/PhysXPrimitive.h')
| -rw-r--r-- | APEX_1.4/samples_v2/SampleBase/PhysXPrimitive.h | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleBase/PhysXPrimitive.h b/APEX_1.4/samples_v2/SampleBase/PhysXPrimitive.h new file mode 100644 index 00000000..3094f224 --- /dev/null +++ b/APEX_1.4/samples_v2/SampleBase/PhysXPrimitive.h @@ -0,0 +1,54 @@ +/* +* 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. +*/ + +#ifndef PHYSX_PRIMITIVE_H +#define PHYSX_PRIMITIVE_H + +#include "Utils.h" +#include "PxPhysicsAPI.h" +#include <DirectXMath.h> + +using namespace physx; + +class ApexRenderMaterial; +class Mesh; + +class PhysXPrimitive +{ + public: + PhysXPrimitive(PxRigidActor* actor, PxVec3 scale); + ~PhysXPrimitive(); + + PxRigidActor* getActor() + { + return mActor; + } + + void setColor(DirectX::XMFLOAT3 color) + { + mColor = color; + } + DirectX::XMFLOAT3 getColor() + { + return mColor; + } + + PxMat44 getModelMatrix(); + + void render(ID3D11DeviceContext& context); + + private: + DirectX::XMFLOAT3 mColor; + PxRigidActor* mActor; + Mesh* mMesh; + PxVec3 mScale; +}; + +#endif
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