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| author | Bryan Galdrikian <[email protected]> | 2017-02-21 12:07:59 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-21 12:07:59 -0800 |
| commit | 446ce137c6823ba9eff273bdafdaf266287c7c98 (patch) | |
| tree | d20aab3e2ed08d7b3ca71c2f40db6a93ea00c459 /NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp | |
| download | archived-blast-1.0.0-beta.tar.xz archived-blast-1.0.0-beta.zip | |
first commitv1.0.0-beta
Diffstat (limited to 'NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp')
| -rw-r--r-- | NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp new file mode 100644 index 0000000..fa423e2 --- /dev/null +++ b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp @@ -0,0 +1,51 @@ +/* +* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, related documentation +* and any modifications thereto. Any use, reproduction, disclosure or +* distribution of this software and related documentation without an express +* license agreement from NVIDIA CORPORATION is strictly prohibited. +*/ + + +#include "BlastAssetModelSimple.h" +#include "BlastFamilyModelSimple.h" +#include "CustomRenderMesh.h" +#include "Renderer.h" + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// BlastAssetModelSimple +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName) + : BlastAssetModel(framework, physics, cooking, renderer, modelName) +{ + // prepare materials + for (const BlastModel::Material& material : getModel().materials) + { + if (material.diffuseTexture.empty()) + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple")); + else + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str())); + } + + validate(); +} + + +BlastAssetModelSimple::~BlastAssetModelSimple() +{ + // release materials + for (RenderMaterial* r : m_renderMaterials) + { + SAFE_DELETE(r); + } +} + + +BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) +{ + return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc)); +} |