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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.
*/
#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
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