// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "RTdef.h" #if RT_COMPILE #ifndef SIM_SCENE #define SIM_SCENE #include "SimSceneBase.h" namespace nvidia { namespace destructible { class DestructibleActorImpl; } namespace fracture { class FracturePattern; class Actor; class SimScene : public base::SimScene { public: static SimScene* createSimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath); protected: SimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath); public: virtual ~SimScene(); virtual void createSingletons(); virtual base::Actor* createActor(nvidia::destructible::DestructibleActorImpl* actor); virtual base::Convex* createConvex(); virtual base::Compound* createCompound(const base::FracturePattern *pattern, const base::FracturePattern *secondaryPattern = NULL, float contactOffset = 0.005f, float restOffset = -0.001f); virtual base::FracturePattern* createFracturePattern(); virtual void onWake(PxActor** actors, uint32_t count); virtual void onSleep(PxActor** actors, uint32_t count); FracturePattern* getDefaultGlass() {return mDefaultGlass;} protected: FracturePattern* mDefaultGlass; }; } } #endif #endif