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/*
* 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
#include "ApexActor.h"
#include "DestructibleScene.h"
#include "DestructibleActorImpl.h"
#include "SimScene.h"
#include "Actor.h"
#include "PxShape.h"
#include "Compound.h"
namespace nvidia
{
namespace fracture
{
void Compound::applyShapeTemplate(PxShape* shape)
{
if( shape && mActor)
{
DestructibleActorImpl* dactor = ((Actor*)mActor)->getDestructibleActor();
{
PhysX3DescTemplateImpl physX3Template;
dactor->getPhysX3Template(physX3Template);
physX3Template.apply(shape);
}
}
}
::nvidia::destructible::DestructibleActorImpl* Compound::getDestructibleActor() const
{
::nvidia::destructible::DestructibleActorImpl* dactor = NULL;
if(mActor)
dactor = ((Actor*)mActor)->getDestructibleActor();
return dactor;
}
}
}
#endif
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