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//
// 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 RT_ACTOR_H
#define RT_ACTOR_H
#include "ActorBase.h"
namespace nvidia
{
namespace destructible
{
class DestructibleActorImpl;
struct DamageEvent;
struct FractureEvent;
}
using namespace destructible;
namespace fracture
{
class Compound;
class FracturePattern;
class Renderable;
class Actor : public base::Actor
{
friend class SimScene;
friend class Renderable;
protected:
Actor(base::SimScene* scene, DestructibleActorImpl* actor);
public:
virtual ~Actor();
Compound* createCompound();
Compound* createCompoundFromChunk(const destructible::DestructibleActorImpl& destructibleActor, uint32_t partIndex);
bool patternFracture(const PxVec3& hitLocation, const PxVec3& dir, float scale = 1.f, float vel = 0.f, float radius = 0.f);
bool patternFracture(const DamageEvent& damageEvent);
bool patternFracture(const FractureEvent& fractureEvent, bool fractureOnLoad = true);
bool rayCast(const PxVec3& orig, const PxVec3& dir, float &dist) const;
DestructibleActorImpl* getDestructibleActor() {return mActor;}
protected:
void attachBasedOnFlags(base::Compound* c);
FracturePattern* mDefaultFracturePattern;
DestructibleActorImpl* mActor;
bool mRenderResourcesDirty;
float mMinRadius;
float mRadiusMultiplier;
float mImpulseScale;
bool mSheetFracture;
struct AttachmentFlags
{
AttachmentFlags() :
posX(0), negX(0), posY(0), negY(0), posZ(0), negZ(0) {}
uint32_t posX : 1;
uint32_t negX : 1;
uint32_t posY : 1;
uint32_t negY : 1;
uint32_t posZ : 1;
uint32_t negZ : 1;
}mAttachmentFlags;
struct MyDamageEvent
{
PxVec3 position;
PxVec3 direction;
float damage;
float radius;
};
MyDamageEvent mDamageEvent;
};
}
}
#endif
#endif
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