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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef RENDER_BASE_ACTOR_H
#define RENDER_BASE_ACTOR_H
#include "RendererMeshContext.h"
#include "common/PxPhysXCommonConfig.h"
#include "RenderBaseObject.h"
#include "geometry/PxMeshScale.h"
#include "foundation/PxBounds3.h"
namespace SampleRenderer
{
class RendererShape;
}
class RenderMaterial;
namespace physx
{
class PxShape;
class PxRigidActor;
class PxRigidDynamic;
class PxArticulationLink;
class PxMeshScale;
}
class RenderPhysX3Debug;
class RenderBaseActor : public RenderBaseObject
{
public:
RenderBaseActor();
RenderBaseActor(const RenderBaseActor&);
virtual ~RenderBaseActor();
virtual void update(float deltaTime);
virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material=NULL, bool wireFrame = false);
virtual void drawDebug(RenderPhysX3Debug*);
PX_FORCE_INLINE void setTransform(const PxTransform& tr) { mTransform = tr; updateScale(); }
PX_FORCE_INLINE void setMeshScale(const PxMeshScale& scaling){ mScaling = scaling; updateScale(); }
void setPhysicsShape(PxShape* shape, PxRigidActor* actor);
void setRenderMaterial(RenderMaterial*);
PX_FORCE_INLINE const PxTransform& getTransform() const { return mTransform; }
PX_FORCE_INLINE PxShape* getPhysicsShape() const { return mPhysicsShape; }
PX_FORCE_INLINE PxRigidActor* getPhysicsActor() const { return mPhysicsActor; }
PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() { return mRendererShape; }
PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() const { return mRendererShape; }
PX_FORCE_INLINE RenderMaterial* getRenderMaterial() { return mMaterial; }
PX_FORCE_INLINE RenderMaterial* getRenderMaterial() const { return mMaterial; }
PxBounds3 getWorldBounds() const;
void setWorldBounds(const PxBounds3& bounds);
PX_FORCE_INLINE void setRaycastCCD(bool flag) { mEnableCCD = flag; }
PX_FORCE_INLINE void setCCDWitnessOffset(const PxVec3& offset) { mCCDWitnessOffset = offset; }
PX_FORCE_INLINE void setRendering(bool flag) { mEnableRender = flag; }
PX_FORCE_INLINE void setEnableDebugRender(bool flag) { mEnableDebugRender = flag; }
PX_FORCE_INLINE bool getEnableDebugRender() const { return mEnableDebugRender; }
PX_FORCE_INLINE void setEnableCameraCull(bool flag) { mEnableCameraCull = flag; }
PX_FORCE_INLINE bool getEnableCameraCull() const { return mEnableCameraCull; }
private:
SampleRenderer::RendererShape* mRendererShape;
PxMeshScale mScaling;
PxTransform mTransform;
PxBounds3 mWorldBounds;
protected:
SampleRenderer::RendererMeshContext mRendererMeshContext;
PxMat44 mScaledTransform;
PxQuat mPhysicsToGraphicsRot;
PxShape* mPhysicsShape;
PxRigidActor* mPhysicsActor;
PxRigidDynamic* mDynamicActor;
PxArticulationLink* mArticulationLink;
RenderMaterial* mMaterial;
PxVec3 mCCDWitness;
PxVec3 mCCDWitnessOffset;
bool mEnableCCD;
bool mEnableRender;
bool mEnableDebugRender;
bool mEnableCameraCull;
protected:
void setRenderShape(SampleRenderer::RendererShape*);
void deleteRenderShape();
private:
void updateScale();
};
#endif
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