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NXU_PhysicsExport.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\NxuStream2\include\NXU_PhysicsExport.h
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/*---------------------------------------------------------------------- Copyright (c) 2005 Ageia Technologies, Inc. NxuPhysicsExport.cpp This is the common exporter implementation that contains format independent export logic. Changelist ---------- */ #ifndef NXU_PHYSICS_EXPORT_H #define NXU_PHYSICS_EXPORT_H #include "NXU_schema.h" #include "NXU_customcopy.h" namespace NXU { class NxuPhysicsExport { public: NxuPhysicsExport(void); NxuPhysicsExport(NxuPhysicsCollection *c); ~NxuPhysicsExport(); bool Write(NxPhysicsSDK *p); // save out the NxPhysics SDK descriptor bool Write(NxParameter p, NxReal v); #if NX_SDK_VERSION_NUMBER >= 260 const char * Write(NxCompartment *c,const char *id=0); #endif bool Write(const ::NxSceneDesc *scene,const char *userProperties,const char *id=0); bool Write(NxJoint *j,const char *userProperties,const char *id=0); bool Write(NxTriangleMesh *mesh,const char *userProperties,const char *id=0); bool exportTriangleMesh(NxTriangleMesh *mesh,const char *userProperties,const char *id,NxTriangleMeshDesc &desc); bool exportConvexMesh(NxConvexMesh *mesh,const char *userProperties,const char *id,NxConvexMeshDesc &desc); bool Write(NxConvexMesh *mesh,const char *userProperties,const char *id=0); bool Write(NxHeightField *heightfield,const char *userProperties,const char *id=0); const char * Write(NxCCDSkeleton *skeleton,const char *userProperties,const char *id=0); bool Write(NxEffector *e,const char *userProperties,const char *id=0); #if NX_SDK_VERSION_NUMBER >= 270 bool Write(NxForceField *field, const char *userProperties, const char *id=0); #endif #if NX_SDK_VERSION_NUMBER >= 280 bool Write(NxForceFieldShapeGroup *group, const char *userProperties, const char *id); bool Write(NxForceFieldLinearKernel *kernel, const char *userProperties, const char *id); #endif #if NX_USE_FLUID_API bool Write(NxFluid *fluid,const char *userProperties,const char *id=0); #endif #if NX_USE_CLOTH_API bool Write(NxCloth *cloth,const char *userProperties,const char *id=0); const char * Write(NxClothMesh *clothMesh,const char *id=0); #endif bool Write(NxPairFlag *a,const char *userProperties,const char *id=0); bool Write(NxMaterial *a,const char *userProperties,const char *id=0); bool Write(NxActor *a,const char *userProperties,const char *id=0); #if NX_USE_SOFTBODY_API bool Write(NxSoftBody *softbody,const char *userProperties,const char *id=0); const char * Write(NxSoftBodyMesh *softBodyMesh,const char *id=0); bool Write(const ::NxSoftBodyDesc &softBody,const ::NxSoftBodyMeshDesc &softMesh,const char *userProperties,const char *softBodyId); #endif bool setFilterOps(bool filter,::NxFilterOp op0,::NxFilterOp op1,::NxFilterOp op2,const ::NxGroupsMask &m1,const ::NxGroupsMask &m2); bool addGroupCollisionFlag(NxU32 group1,NxU32 group2,bool enable); bool addActorGroupFlag(NxU32 group1,NxU32 group2,NxU32 flags); #if NX_SDK_VERSION_NUMBER >= 272 bool addDominancePair(NxU16 group0, NxU16 group1, NxConstraintDominance a); #endif #if NX_SDK_VERSION_NUMBER >= 280 bool addForFieldScaleTableEntry(NxForceFieldVariety var, NxForceFieldMaterial mat, NxReal scale); #endif bool addSceneInstance(const char *id,const char *sceneName,const NxMat34 &rootNode,bool ignorePlane=true,const char *userProperties=0); bool addToCurrentSceneInstance(const char *id,const char *sceneName,const NxMat34 &rootNode,bool ignorePlane=true,const char *userProperties=0); private: bool addActor(NxActor *a); // if this actor doesn't already exist, add it. #if NX_USE_CLOTH_API NxClothAttachDesc * getClothShapeAttachment(NxShape *shape); // turn this into a serializable object. #endif #if NX_USE_SOFTBODY_API NxSoftBodyAttachDesc * getSoftBodyShapeAttachment(NxShape *shape); // turn this into a serializable object. #endif NxSceneDesc * getCurrentScene(void); NxuPhysicsCollection *mCollection; }; }; // end of namespace #endif //AGCOPYRIGHTBEGIN /////////////////////////////////////////////////////////////////////////// // Copyright (c) 2005 AGEIA Technologies. // All rights reserved. www.ageia.com /////////////////////////////////////////////////////////////////////////// //AGCOPYRIGHTEND
NXU_PhysicsExport.h
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