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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.


#ifndef PHYSX_PRIMITIVE_H
#define PHYSX_PRIMITIVE_H

#include "Utils.h"
#include "PxPhysicsAPI.h"
#include <DirectXMath.h>

using namespace physx;

class ApexRenderMaterial;
class Mesh;

class PhysXPrimitive
{
  public:
	PhysXPrimitive(PxRigidActor* actor, PxVec3 scale);
	~PhysXPrimitive();

	PxRigidActor* getActor()
	{
		return mActor;
	}

	void setColor(DirectX::XMFLOAT3 color)
	{
		mColor = color;
	}
	DirectX::XMFLOAT3 getColor()
	{
		return mColor;
	}

	PxMat44 getModelMatrix();

	void render(ID3D11DeviceContext& context);

  private:
	DirectX::XMFLOAT3 mColor;
	PxRigidActor* mActor;
	Mesh* mMesh;
	PxVec3 mScale;
};

#endif