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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/SampleBase/RenderBaseActor.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef RENDER_BASE_ACTOR_H
+#define RENDER_BASE_ACTOR_H
+
+#include "RendererMeshContext.h"
+#include "common/PxPhysXCommonConfig.h"
+#include "RenderBaseObject.h"
+#include "geometry/PxMeshScale.h"
+#include "foundation/PxBounds3.h"
+
+namespace SampleRenderer
+{
+ class RendererShape;
+}
+
+ class RenderMaterial;
+
+namespace physx
+{
+ class PxShape;
+ class PxRigidActor;
+ class PxRigidDynamic;
+ class PxArticulationLink;
+ class PxMeshScale;
+}
+
+ class RenderPhysX3Debug;
+
+ class RenderBaseActor : public RenderBaseObject
+ {
+ public:
+ RenderBaseActor();
+ RenderBaseActor(const RenderBaseActor&);
+ virtual ~RenderBaseActor();
+
+ virtual void update(float deltaTime);
+ virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material=NULL, bool wireFrame = false);
+ virtual void drawDebug(RenderPhysX3Debug*);
+
+ PX_FORCE_INLINE void setTransform(const PxTransform& tr) { mTransform = tr; updateScale(); }
+ PX_FORCE_INLINE void setMeshScale(const PxMeshScale& scaling){ mScaling = scaling; updateScale(); }
+ void setPhysicsShape(PxShape* shape, PxRigidActor* actor);
+ void setRenderMaterial(RenderMaterial*);
+
+ PX_FORCE_INLINE const PxTransform& getTransform() const { return mTransform; }
+ PX_FORCE_INLINE PxShape* getPhysicsShape() const { return mPhysicsShape; }
+ PX_FORCE_INLINE PxRigidActor* getPhysicsActor() const { return mPhysicsActor; }
+ PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() { return mRendererShape; }
+ PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() const { return mRendererShape; }
+ PX_FORCE_INLINE RenderMaterial* getRenderMaterial() { return mMaterial; }
+ PX_FORCE_INLINE RenderMaterial* getRenderMaterial() const { return mMaterial; }
+
+ PxBounds3 getWorldBounds() const;
+ void setWorldBounds(const PxBounds3& bounds);
+
+ PX_FORCE_INLINE void setRaycastCCD(bool flag) { mEnableCCD = flag; }
+ PX_FORCE_INLINE void setCCDWitnessOffset(const PxVec3& offset) { mCCDWitnessOffset = offset; }
+
+ PX_FORCE_INLINE void setRendering(bool flag) { mEnableRender = flag; }
+
+ PX_FORCE_INLINE void setEnableDebugRender(bool flag) { mEnableDebugRender = flag; }
+ PX_FORCE_INLINE bool getEnableDebugRender() const { return mEnableDebugRender; }
+
+ PX_FORCE_INLINE void setEnableCameraCull(bool flag) { mEnableCameraCull = flag; }
+ PX_FORCE_INLINE bool getEnableCameraCull() const { return mEnableCameraCull; }
+
+ private:
+ SampleRenderer::RendererShape* mRendererShape;
+ PxMeshScale mScaling;
+ PxTransform mTransform;
+ PxBounds3 mWorldBounds;
+
+ protected:
+
+ SampleRenderer::RendererMeshContext mRendererMeshContext;
+ PxMat44 mScaledTransform;
+ PxQuat mPhysicsToGraphicsRot;
+
+ PxShape* mPhysicsShape;
+ PxRigidActor* mPhysicsActor;
+ PxRigidDynamic* mDynamicActor;
+ PxArticulationLink* mArticulationLink;
+ RenderMaterial* mMaterial;
+
+ PxVec3 mCCDWitness;
+ PxVec3 mCCDWitnessOffset;
+ bool mEnableCCD;
+ bool mEnableRender;
+ bool mEnableDebugRender;
+ bool mEnableCameraCull;
+ protected:
+ void setRenderShape(SampleRenderer::RendererShape*);
+ void deleteRenderShape();
+ private:
+ void updateScale();
+ };
+
+#endif