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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 /PhysX_3.4/Samples/SampleBase/RenderBaseActor.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 'PhysX_3.4/Samples/SampleBase/RenderBaseActor.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleBase/RenderBaseActor.h | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleBase/RenderBaseActor.h b/PhysX_3.4/Samples/SampleBase/RenderBaseActor.h new file mode 100644 index 00000000..bac9a015 --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/RenderBaseActor.h @@ -0,0 +1,126 @@ +// 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 |