// 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) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "RenderCapsuleActor.h" #include "RendererCapsuleShape.h" #include "extensions/PxShapeExt.h" using namespace physx; using namespace SampleRenderer; RenderCapsuleActor::RenderCapsuleActor(Renderer& renderer, PxReal radius, PxReal halfHeight) { RendererShape* rs = new RendererCapsuleShape(renderer, halfHeight, radius); setRenderShape(rs); // PT: seems there's a mismatch between the renderer's and the SDK's idea of what a default capsule pose should be mPhysicsToGraphicsRot = PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)); } void RenderCapsuleActor::setDimensions(PxReal halfHeight, PxReal radius0, PxReal radius1) { RendererCapsuleShape* capsuleShape = static_cast(getRenderShape()); capsuleShape->setDimensions(halfHeight, radius0, radius1); } RenderCapsuleActor::RenderCapsuleActor(const RenderCapsuleActor& src) : RenderBaseActor(src) { } RenderCapsuleActor::~RenderCapsuleActor() { }