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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/shared/external/include/SampleSphereActor.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/shared/external/include/SampleSphereActor.h')
| -rw-r--r-- | APEX_1.4/shared/external/include/SampleSphereActor.h | 125 |
1 files changed, 125 insertions, 0 deletions
diff --git a/APEX_1.4/shared/external/include/SampleSphereActor.h b/APEX_1.4/shared/external/include/SampleSphereActor.h new file mode 100644 index 00000000..3bd68204 --- /dev/null +++ b/APEX_1.4/shared/external/include/SampleSphereActor.h @@ -0,0 +1,125 @@ +/* + * 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 __SAMPLE_SPHERE_ACTOR_H__ +#define __SAMPLE_SPHERE_ACTOR_H__ + +#include "SampleShapeActor.h" +#include "RendererCapsuleShape.h" + +#include "PxRigidDynamic.h" +#include "geometry/PxSphereGeometry.h" +#include "extensions/PxExtensionsAPI.h" +namespace physx +{ +class PxMaterial; +} + +#include <Renderer.h> +#include <RendererMeshContext.h> + + +class SampleSphereActor : public SampleShapeActor +{ +public: + SampleSphereActor(SampleRenderer::Renderer* renderer, + SampleFramework::SampleMaterialAsset& material, + physx::PxScene& physxScene, + const physx::PxVec3& pos, + const physx::PxVec3& vel, + const physx::PxVec3& radius, + float density, + physx::PxMaterial* PxMaterial, + bool useGroupsMask, + nvidia::apex::RenderDebugInterface* rdebug = NULL) + : SampleShapeActor(rdebug) + , mRendererCapsuleShape(NULL) + , mRadius(radius) + { + mRenderer = renderer; + if (!PxMaterial) + physxScene.getPhysics().getMaterials(&PxMaterial, 1); + createActor(physxScene, pos, vel, mRadius, density, PxMaterial, useGroupsMask); + + mRendererCapsuleShape = new SampleRenderer::RendererCapsuleShape(*mRenderer, 0, radius.x); + + mRendererMeshContext.material = material.getMaterial(); + mRendererMeshContext.materialInstance = material.getMaterialInstance(); + mRendererMeshContext.mesh = mRendererCapsuleShape->getMesh(); + mRendererMeshContext.transform = &mTransform; + + if (rdebug) + { + mBlockId = RENDER_DEBUG_IFACE(rdebug)->beginDrawGroup(mTransform); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::SolidShaded); + static uint32_t scount /* = 0 */; + RENDER_DEBUG_IFACE(rdebug)->setCurrentColor(0xFFFFFF); + RENDER_DEBUG_IFACE(rdebug)->setCurrentTextScale(0.5f); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CenterText); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CameraFacing); + RENDER_DEBUG_IFACE(rdebug)->debugText(physx::PxVec3(0, 1.0f + 0.01f, 0), "Sample Sphere:%d", scount++); + RENDER_DEBUG_IFACE(rdebug)->endDrawGroup(); + } + } + + virtual ~SampleSphereActor() + { + if (mRendererCapsuleShape) + { + delete mRendererCapsuleShape; + mRendererCapsuleShape = NULL; + } + } + +private: + void createActor(physx::PxScene& physxScene, + const physx::PxVec3& pos, + const physx::PxVec3& vel, + const physx::PxVec3& extents, + float density, + physx::PxMaterial* PxMaterial, + bool useGroupsMask) + { + mTransform = physx::PxMat44(physx::PxIdentity); + mTransform.setPosition(pos); + + physx::PxRigidDynamic* actor = physxScene.getPhysics().createRigidDynamic(physx::PxTransform(mTransform)); + PX_ASSERT(actor); + actor->setAngularDamping(0.5f); + actor->setLinearVelocity(vel); + + physx::PxSphereGeometry sphereGeom(extents.x); + physx::PxShape* shape = actor->createShape(sphereGeom, *PxMaterial); + PX_ASSERT(shape); + if (shape && useGroupsMask) + { + shape->setSimulationFilterData(physx::PxFilterData(1, 0, ~0u, 0)); + shape->setQueryFilterData(physx::PxFilterData(1, 0, ~0u, 0)); + } + + if (density > 0) + { + physx::PxRigidBodyExt::updateMassAndInertia(*actor, density); + } + else + { + actor->setMass(1.0f); + } + SCOPED_PHYSX_LOCK_WRITE(&physxScene); + physxScene.addActor(*actor); + mPhysxActor = actor; + } + +private: + SampleRenderer::RendererCapsuleShape* mRendererCapsuleShape; + physx::PxVec3 mRadius; +}; + +#endif |