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/*
* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#ifndef __BASIC_FS_ACTOR_H__
#define __BASIC_FS_ACTOR_H__
#include "Apex.h"
#include "ApexActor.h"
#include "FieldSamplerIntl.h"
#include "BasicFSAssetImpl.h"
#include "PxTask.h"
#if APEX_CUDA_SUPPORT
#include "ApexCudaWrapper.h"
#endif
namespace nvidia
{
namespace apex
{
class RenderMeshActor;
}
namespace basicfs
{
class BasicFSScene;
class BasicFSActor : public ApexActor, public ApexResourceInterface, public ApexResource, public FieldSamplerIntl
{
public:
BasicFSActor(BasicFSScene&);
virtual ~BasicFSActor();
/* ApexResourceInterface, ApexResource */
uint32_t getListIndex() const
{
return m_listIndex;
}
void setListIndex(class ResourceList& list, uint32_t index)
{
m_list = &list;
m_listIndex = index;
}
virtual void visualize()
{
}
virtual void simulate(float dt)
{
PX_UNUSED(dt);
}
void setPhysXScene(PxScene*);
PxScene* getPhysXScene() const;
/* FieldSamplerIntl */
virtual bool updateFieldSampler(FieldShapeDescIntl& shapeDesc, bool& isEnabled) = 0;
protected:
BasicFSScene* mScene;
PxTransform mPose;
float mScale;
bool mFieldSamplerChanged;
bool mFieldSamplerEnabled;
float mFieldWeight;
friend class BasicFSScene;
};
}
} // end namespace nvidia
#endif
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