// // 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. #include "RenderCapsuleActor.h" #include "RendererCapsuleShape.h" #include "extensions/PxShapeExt.h" using namespace physx; using namespace SampleRenderer; RenderCapsuleActor::RenderCapsuleActor(Renderer& renderer, PxReal radius, PxReal halfHeight) { RendererShape* rs = new RendererCapsuleShape(renderer, halfHeight, radius); setRenderShape(rs); // PT: seems there's a mismatch between the renderer's and the SDK's idea of what a default capsule pose should be mPhysicsToGraphicsRot = PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)); } void RenderCapsuleActor::setDimensions(PxReal halfHeight, PxReal radius0, PxReal radius1) { RendererCapsuleShape* capsuleShape = static_cast(getRenderShape()); capsuleShape->setDimensions(halfHeight, radius0, radius1); } RenderCapsuleActor::RenderCapsuleActor(const RenderCapsuleActor& src) : RenderBaseActor(src) { } RenderCapsuleActor::~RenderCapsuleActor() { }