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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) 2008-2021 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