/* * Copyright (c) 2008-2017, 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 "RTdef.h" #if RT_COMPILE #include "ApexActor.h" #include "DestructibleScene.h" #include "DestructibleActorImpl.h" #include "SimScene.h" #include "Actor.h" #include "PxShape.h" #include "Compound.h" namespace nvidia { namespace fracture { void Compound::applyShapeTemplate(PxShape* shape) { if( shape && mActor) { DestructibleActorImpl* dactor = ((Actor*)mActor)->getDestructibleActor(); { PhysX3DescTemplateImpl physX3Template; dactor->getPhysX3Template(physX3Template); physX3Template.apply(shape); } } } ::nvidia::destructible::DestructibleActorImpl* Compound::getDestructibleActor() const { ::nvidia::destructible::DestructibleActorImpl* dactor = NULL; if(mActor) dactor = ((Actor*)mActor)->getDestructibleActor(); return dactor; } } } #endif