/* * 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. */ #include "ApexDefs.h" #include "RenderMeshActorDesc.h" #include "RenderMeshActor.h" #include "RenderMeshAsset.h" #include "Apex.h" #include "BasicFSActor.h" #include "BasicFSAssetImpl.h" #include "BasicFSScene.h" #include "ApexSDKIntl.h" #include "SceneIntl.h" #include "RenderDebugInterface.h" #include #include #include "ApexResourceHelper.h" namespace nvidia { namespace basicfs { #define NUM_DEBUG_POINTS 2048 BasicFSActor::BasicFSActor(BasicFSScene& scene) : mScene(&scene) , mPose(PxIdentity) , mScale(1.0f) , mFieldSamplerChanged(true) , mFieldSamplerEnabled(true) , mFieldWeight(1.0f) { } BasicFSActor::~BasicFSActor() { } void BasicFSActor::setPhysXScene(PxScene*) { } PxScene* BasicFSActor::getPhysXScene() const { return NULL; } } } // end namespace nvidia::apex