// // 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) 2018 NVIDIA Corporation. All rights reserved. #ifndef COMPOUND #define COMPOUND #include #include #include #include #include #include #include "Shader.h" #include "CompoundBase.h" using namespace physx; class Convex; class Particles; class Mesh; class SimScene; class CompoundGeometry; class XMLParser; class ShaderShadow; using namespace physx::fracture; class Compound : public base::Compound { friend class SimScene; protected: Compound(SimScene* scene, PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f): physx::fracture::base::Compound((base::SimScene*)scene,contactOffset,restOffset) {} public: virtual void convexAdded(base::Convex* c, Shader* shader); virtual void convexRemoved(base::Convex* c); bool createFromXml(XMLParser *p, float scale, const PxTransform &trans, bool ignoreVisualMesh = false); void setShader(Shader* shader, const ShaderMaterial &mat) { mShader = shader; mShaderMat = mat; } Shader* getShader() const { return mShader; } const ShaderMaterial& getShaderMat() { return mShaderMat; } virtual void draw(bool useShader, bool debug = false); virtual void clear(); virtual void copyShaders(base::Compound*); protected: virtual float getSleepingThresholdRB(); Shader *mShader; ShaderMaterial mShaderMat; }; #endif