// // 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 ACTOR_BASE_H #define ACTOR_BASE_H #include #include namespace physx { namespace fracture { namespace base { class Compound; class Actor : public ::physx::shdfnd::UserAllocated { friend class SimScene; friend class Compound; protected: Actor(SimScene* scene); public: virtual ~Actor(); void clear(); void addCompound(Compound *m); void removeCompound(Compound *m); bool findCompound(const Compound* c, int& compoundNr); void preSim(float dt); void postSim(float dt); bool rayCast(const PxVec3 &orig, const PxVec3 &dir, float &dist, int &compoundNr, int &convexNr, PxVec3 &normal) const; shdfnd::Array getCompounds() { return mCompounds; } protected: SimScene* mScene; shdfnd::Array mCompounds; PxF32 mMinConvexSize; PxU32 mDepthLimit; bool mDestroyIfAtDepthLimit; }; } } } #endif #endif