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authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp
parentfirst commit (diff)
downloadarchived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz
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Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp')
-rw-r--r--NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp51
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diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp
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--- a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp
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@@ -1,51 +0,0 @@
-/*
-* 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));
-}