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ScSoftBodyShapeSim.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26
27#ifndef SC_SOFTBODY_SHAPE_SIM_H
28#define SC_SOFTBODY_SHAPE_SIM_H
29
30#include "PxPhysXConfig.h"
31
32#include "ScElementSim.h"
33#include "ScShapeSimBase.h"
34
35
36namespace physx
37{
38 namespace Sc
39 {
40 class SoftBodySim;
41
46 {
47 PxTransform initialTransform;
48 PxReal initialScale;
49
50 SoftBodyShapeSim& operator=(const SoftBodyShapeSim &);
51 public:
53 virtual ~SoftBodyShapeSim();
54
55 PX_FORCE_INLINE void setInitialTransform(const PxTransform& transform, PxReal scale)
56 {
57 initialTransform = transform;
58 initialScale = scale;
59 //The base class constructor ensures that getElementID() points to a valid entry in the bounds array
60 getScene().getBoundsArray().setBounds(getWorldBounds(), getElementID());
61 }
62
63 void attachShapeCore(const ShapeCore* core);
64 // ElementSim implementation
65 virtual void getFilterInfo(PxFilterObjectAttributes& filterAttr, PxFilterData& filterData) const;
66 // ~ElementSim
67
68 PxBounds3 getWorldBounds() const;
69
70 //PX_FORCE_INLINE SoftBodySim& getBodySim() const { return static_cast<SoftBodySim&>(getActor()); }
71 SoftBodySim& getBodySim() const;
72
73
74 void updateBounds();
75 void updateBoundsInAABBMgr();
76 PxBounds3 getBounds() const;
77
78 void createLowLevelVolume();
79 void destroyLowLevelVolume();
80 };
81
82 } // namespace Sc
83
84}
85
86#endif
Class representing 3D range or axis aligned bounding box.
Definition PxBounds3.h:58
class representing a rigid euclidean transform as a quaternion and a vector
Definition PxTransform.h:49
Definition ScShapeCore.h:46
Definition ScShapeSimBase.h:54
Definition ScSoftBodyShapeSim.h:46
Definition ScSoftBodySim.h:42
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PxU32 PxFilterObjectAttributes
Structure which gets passed into the collision filtering shader and/or callback providing additional ...
Definition PxFiltering.h:515
PxFilterData is user-definable data which gets passed into the collision filtering shader and/or call...
Definition PxFiltering.h:365