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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 SIM_SCENE
#define SIM_SCENE
#include "SimSceneBase.h"
namespace nvidia
{
namespace destructible
{
class DestructibleActorImpl;
}
namespace fracture
{
class FracturePattern;
class Actor;
class SimScene : public base::SimScene
{
public:
static SimScene* createSimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath);
protected:
SimScene(PxPhysics *pxPhysics, PxCooking *pxCooking, PxScene *scene, float minConvexSize, PxMaterial* defaultMat, const char *resourcePath);
public:
virtual ~SimScene();
virtual void createSingletons();
virtual base::Actor* createActor(nvidia::destructible::DestructibleActorImpl* actor);
virtual base::Convex* createConvex();
virtual base::Compound* createCompound(const base::FracturePattern *pattern, const base::FracturePattern *secondaryPattern = NULL, float contactOffset = 0.005f, float restOffset = -0.001f);
virtual base::FracturePattern* createFracturePattern();
virtual void onWake(PxActor** actors, uint32_t count);
virtual void onSleep(PxActor** actors, uint32_t count);
FracturePattern* getDefaultGlass() {return mDefaultGlass;}
protected:
FracturePattern* mDefaultGlass;
};
}
}
#endif
#endif
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