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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