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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.
*/
#include "ApexDefs.h"
#include "RenderMeshActorDesc.h"
#include "RenderMeshActor.h"
#include "RenderMeshAsset.h"
#include "Apex.h"
#include "BasicFSActor.h"
#include "BasicFSAssetImpl.h"
#include "BasicFSScene.h"
#include "ApexSDKIntl.h"
#include "SceneIntl.h"
#include "RenderDebugInterface.h"
#include <PxScene.h>
#include <FieldSamplerManagerIntl.h>
#include "ApexResourceHelper.h"
namespace nvidia
{
namespace basicfs
{
#define NUM_DEBUG_POINTS 2048
BasicFSActor::BasicFSActor(BasicFSScene& scene)
: mScene(&scene)
, mPose(PxIdentity)
, mScale(1.0f)
, mFieldSamplerChanged(true)
, mFieldSamplerEnabled(true)
, mFieldWeight(1.0f)
{
}
BasicFSActor::~BasicFSActor()
{
}
void BasicFSActor::setPhysXScene(PxScene*) { }
PxScene* BasicFSActor::getPhysXScene() const
{
return NULL;
}
}
} // end namespace nvidia::apex
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