// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef RENDER_BASE_ACTOR_H #define RENDER_BASE_ACTOR_H #include "RendererMeshContext.h" #include "common/PxPhysXCommonConfig.h" #include "RenderBaseObject.h" #include "geometry/PxMeshScale.h" #include "foundation/PxBounds3.h" namespace SampleRenderer { class RendererShape; } class RenderMaterial; namespace physx { class PxShape; class PxRigidActor; class PxRigidDynamic; class PxArticulationLink; class PxMeshScale; } class RenderPhysX3Debug; class RenderBaseActor : public RenderBaseObject { public: RenderBaseActor(); RenderBaseActor(const RenderBaseActor&); virtual ~RenderBaseActor(); virtual void update(float deltaTime); virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material=NULL, bool wireFrame = false); virtual void drawDebug(RenderPhysX3Debug*); PX_FORCE_INLINE void setTransform(const PxTransform& tr) { mTransform = tr; updateScale(); } PX_FORCE_INLINE void setMeshScale(const PxMeshScale& scaling){ mScaling = scaling; updateScale(); } void setPhysicsShape(PxShape* shape, PxRigidActor* actor); void setRenderMaterial(RenderMaterial*); PX_FORCE_INLINE const PxTransform& getTransform() const { return mTransform; } PX_FORCE_INLINE PxShape* getPhysicsShape() const { return mPhysicsShape; } PX_FORCE_INLINE PxRigidActor* getPhysicsActor() const { return mPhysicsActor; } PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() { return mRendererShape; } PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() const { return mRendererShape; } PX_FORCE_INLINE RenderMaterial* getRenderMaterial() { return mMaterial; } PX_FORCE_INLINE RenderMaterial* getRenderMaterial() const { return mMaterial; } PxBounds3 getWorldBounds() const; void setWorldBounds(const PxBounds3& bounds); PX_FORCE_INLINE void setRaycastCCD(bool flag) { mEnableCCD = flag; } PX_FORCE_INLINE void setCCDWitnessOffset(const PxVec3& offset) { mCCDWitnessOffset = offset; } PX_FORCE_INLINE void setRendering(bool flag) { mEnableRender = flag; } PX_FORCE_INLINE void setEnableDebugRender(bool flag) { mEnableDebugRender = flag; } PX_FORCE_INLINE bool getEnableDebugRender() const { return mEnableDebugRender; } PX_FORCE_INLINE void setEnableCameraCull(bool flag) { mEnableCameraCull = flag; } PX_FORCE_INLINE bool getEnableCameraCull() const { return mEnableCameraCull; } private: SampleRenderer::RendererShape* mRendererShape; PxMeshScale mScaling; PxTransform mTransform; PxBounds3 mWorldBounds; protected: SampleRenderer::RendererMeshContext mRendererMeshContext; PxMat44 mScaledTransform; PxQuat mPhysicsToGraphicsRot; PxShape* mPhysicsShape; PxRigidActor* mPhysicsActor; PxRigidDynamic* mDynamicActor; PxArticulationLink* mArticulationLink; RenderMaterial* mMaterial; PxVec3 mCCDWitness; PxVec3 mCCDWitnessOffset; bool mEnableCCD; bool mEnableRender; bool mEnableDebugRender; bool mEnableCameraCull; protected: void setRenderShape(SampleRenderer::RendererShape*); void deleteRenderShape(); private: void updateScale(); }; #endif