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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
#ifndef COMPOUND_H
#define COMPOUND_H
#include "CompoundBase.h"
namespace nvidia
{
namespace fracture
{
class Compound : public base::Compound
{
friend class SimScene;
friend class Actor;
protected:
Compound(SimScene* scene, const base::FracturePattern *pattern, const base::FracturePattern *secondaryPattern = NULL, float contactOffset = 0.005f, float restOffset = -0.001f):
nvidia::fracture::base::Compound((base::SimScene*)scene,pattern,secondaryPattern,contactOffset,restOffset) {}
public:
virtual void applyShapeTemplate(PxShape* shape);
virtual ::nvidia::destructible::DestructibleActorImpl* getDestructibleActor() const;
};
}
}
#endif
#endif
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