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PhysX4.1/kaplademo/source/kaplaDemo/Fracture/Compound.h
2025-11-28 23:13:44 +05:30

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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
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// 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
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// 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 <foundation/PxVec3.h>
#include <foundation/PxPlane.h>
#include <foundation/PxBounds3.h>
#include <foundation/PxTransform.h>
#include <PsArray.h>
#include <PxRigidDynamic.h>
#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