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physx/samples/samplebase/RenderBaseActor.h
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126
physx/samples/samplebase/RenderBaseActor.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef RENDER_BASE_ACTOR_H
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#define RENDER_BASE_ACTOR_H
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#include "RendererMeshContext.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "RenderBaseObject.h"
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#include "geometry/PxMeshScale.h"
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#include "foundation/PxBounds3.h"
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namespace SampleRenderer
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{
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class RendererShape;
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}
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class RenderMaterial;
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namespace physx
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{
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class PxShape;
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class PxRigidActor;
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class PxRigidDynamic;
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class PxArticulationLink;
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class PxMeshScale;
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}
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class RenderPhysX3Debug;
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class RenderBaseActor : public RenderBaseObject
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{
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public:
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RenderBaseActor();
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RenderBaseActor(const RenderBaseActor&);
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virtual ~RenderBaseActor();
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virtual void update(float deltaTime);
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virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material=NULL, bool wireFrame = false);
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virtual void drawDebug(RenderPhysX3Debug*);
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PX_FORCE_INLINE void setTransform(const PxTransform& tr) { mTransform = tr; updateScale(); }
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PX_FORCE_INLINE void setMeshScale(const PxMeshScale& scaling){ mScaling = scaling; updateScale(); }
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void setPhysicsShape(PxShape* shape, PxRigidActor* actor);
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void setRenderMaterial(RenderMaterial*);
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PX_FORCE_INLINE const PxTransform& getTransform() const { return mTransform; }
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PX_FORCE_INLINE PxShape* getPhysicsShape() const { return mPhysicsShape; }
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PX_FORCE_INLINE PxRigidActor* getPhysicsActor() const { return mPhysicsActor; }
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PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() { return mRendererShape; }
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PX_FORCE_INLINE SampleRenderer::RendererShape* getRenderShape() const { return mRendererShape; }
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PX_FORCE_INLINE RenderMaterial* getRenderMaterial() { return mMaterial; }
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PX_FORCE_INLINE RenderMaterial* getRenderMaterial() const { return mMaterial; }
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PxBounds3 getWorldBounds() const;
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void setWorldBounds(const PxBounds3& bounds);
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PX_FORCE_INLINE void setRaycastCCD(bool flag) { mEnableCCD = flag; }
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PX_FORCE_INLINE void setCCDWitnessOffset(const PxVec3& offset) { mCCDWitnessOffset = offset; }
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PX_FORCE_INLINE void setRendering(bool flag) { mEnableRender = flag; }
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PX_FORCE_INLINE void setEnableDebugRender(bool flag) { mEnableDebugRender = flag; }
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PX_FORCE_INLINE bool getEnableDebugRender() const { return mEnableDebugRender; }
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PX_FORCE_INLINE void setEnableCameraCull(bool flag) { mEnableCameraCull = flag; }
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PX_FORCE_INLINE bool getEnableCameraCull() const { return mEnableCameraCull; }
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private:
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SampleRenderer::RendererShape* mRendererShape;
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PxMeshScale mScaling;
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PxTransform mTransform;
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PxBounds3 mWorldBounds;
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protected:
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SampleRenderer::RendererMeshContext mRendererMeshContext;
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PxMat44 mScaledTransform;
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PxQuat mPhysicsToGraphicsRot;
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PxShape* mPhysicsShape;
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PxRigidActor* mPhysicsActor;
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PxRigidDynamic* mDynamicActor;
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PxArticulationLink* mArticulationLink;
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RenderMaterial* mMaterial;
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PxVec3 mCCDWitness;
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PxVec3 mCCDWitnessOffset;
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bool mEnableCCD;
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bool mEnableRender;
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bool mEnableDebugRender;
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bool mEnableCameraCull;
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protected:
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void setRenderShape(SampleRenderer::RendererShape*);
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void deleteRenderShape();
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private:
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void updateScale();
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};
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#endif
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