#ifndef COMPOUND #define COMPOUND #include #include #include #include #include #include #include "Shader.h" #include "CompoundBase.h" using namespace physx; class Convex; class Particles; class Mesh; class SimScene; class CompoundGeometry; class XMLParser; class ShaderShadow; using namespace physx::fracture; class Compound : public base::Compound { friend class SimScene; protected: Compound(SimScene* scene, PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f): physx::fracture::base::Compound((base::SimScene*)scene,contactOffset,restOffset) {} public: virtual void convexAdded(base::Convex* c, Shader* shader); virtual void convexRemoved(base::Convex* c); bool createFromXml(XMLParser *p, float scale, const PxTransform &trans, bool ignoreVisualMesh = false); void setShader(Shader* shader, const ShaderMaterial &mat) { mShader = shader; mShaderMat = mat; } Shader* getShader() const { return mShader; } const ShaderMaterial& getShaderMat() { return mShaderMat; } virtual void draw(bool useShader, bool debug = false); virtual void clear(); virtual void copyShaders(base::Compound*); protected: virtual float getSleepingThresholdRB(); Shader *mShader; ShaderMaterial mShaderMat; }; #endif