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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 /KaplaDemo/samples/sampleViewer3/Fracture/Compound.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 'KaplaDemo/samples/sampleViewer3/Fracture/Compound.h')
| -rw-r--r-- | KaplaDemo/samples/sampleViewer3/Fracture/Compound.h | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/KaplaDemo/samples/sampleViewer3/Fracture/Compound.h b/KaplaDemo/samples/sampleViewer3/Fracture/Compound.h new file mode 100644 index 00000000..cfa635b6 --- /dev/null +++ b/KaplaDemo/samples/sampleViewer3/Fracture/Compound.h @@ -0,0 +1,59 @@ +#ifndef COMPOUND +#define COMPOUND + +#include <foundation/PxVec3.h> +#include <foundation/PxPlane.h> +#include <foundation/PxBounds3.h> +#include <foundation/PxTransform.h> +#include <PsArray.h> +#include <PxRigidDynamic.h> + +#include "Shader.h" + +#include "CompoundBase.h" + +using namespace physx; + +class Convex; +class Particles; +class Mesh; +class SimScene; +class CompoundGeometry; +class XMLParser; + +class ShaderShadow; + +using namespace physx::fracture; + +class Compound : public base::Compound +{ + friend class SimScene; +protected: + Compound(SimScene* scene, PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f): + physx::fracture::base::Compound((base::SimScene*)scene,contactOffset,restOffset) {} +public: + + virtual void convexAdded(base::Convex* c, Shader* shader); + virtual void convexRemoved(base::Convex* c); + + bool createFromXml(XMLParser *p, float scale, const PxTransform &trans, bool ignoreVisualMesh = false); + + void setShader(Shader* shader, const ShaderMaterial &mat) { mShader = shader; mShaderMat = mat; } + Shader* getShader() const { return mShader; } + const ShaderMaterial& getShaderMat() { return mShaderMat; } + + virtual void draw(bool useShader, bool debug = false); + + virtual void clear(); + + virtual void copyShaders(base::Compound*); + +protected: + + virtual float getSleepingThresholdRB(); + + Shader *mShader; + ShaderMaterial mShaderMat; +}; + +#endif |