aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/destructible/fracture/Actor.h
blob: 7a14e27af19bf7516dc81312ea34d11ad53ca8b3 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
/*
 * Copyright (c) 2008-2017, 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 "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