// // 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