87 lines
2.9 KiB
C++
87 lines
2.9 KiB
C++
//
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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) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef COMPOUND
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#define COMPOUND
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#include <foundation/PxVec3.h>
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#include <foundation/PxPlane.h>
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#include <foundation/PxBounds3.h>
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#include <foundation/PxTransform.h>
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#include <PsArray.h>
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#include <PxRigidDynamic.h>
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#include "Shader.h"
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#include "CompoundBase.h"
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using namespace physx;
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class Convex;
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class Particles;
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class Mesh;
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class SimScene;
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class CompoundGeometry;
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class XMLParser;
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class ShaderShadow;
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using namespace physx::fracture;
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class Compound : public base::Compound
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{
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friend class SimScene;
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protected:
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Compound(SimScene* scene, PxReal contactOffset = 0.005f, PxReal restOffset = -0.001f):
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physx::fracture::base::Compound((base::SimScene*)scene,contactOffset,restOffset) {}
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public:
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virtual void convexAdded(base::Convex* c, Shader* shader);
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virtual void convexRemoved(base::Convex* c);
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bool createFromXml(XMLParser *p, float scale, const PxTransform &trans, bool ignoreVisualMesh = false);
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void setShader(Shader* shader, const ShaderMaterial &mat) { mShader = shader; mShaderMat = mat; }
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Shader* getShader() const { return mShader; }
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const ShaderMaterial& getShaderMat() { return mShaderMat; }
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virtual void draw(bool useShader, bool debug = false);
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virtual void clear();
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virtual void copyShaders(base::Compound*);
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protected:
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virtual float getSleepingThresholdRB();
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Shader *mShader;
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ShaderMaterial mShaderMat;
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};
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#endif
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