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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/blast/BlastAssetModelSimple.cpp
parentUpdating BlastTool zip (diff)
downloadarchived-blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz
archived-blast-7115f60b91b5717d90f643fd692010905c7004db.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/blast/BlastAssetModelSimple.cpp')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/blast/BlastAssetModelSimple.cpp136
1 files changed, 68 insertions, 68 deletions
diff --git a/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/samples/SampleBase/blast/BlastAssetModelSimple.cpp
index 7acc4fd..3af5b1f 100644..100755
--- a/samples/SampleBase/blast/BlastAssetModelSimple.cpp
+++ b/samples/SampleBase/blast/BlastAssetModelSimple.cpp
@@ -1,68 +1,68 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and 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.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "BlastAssetModelSimple.h"
-#include "BlastFamilyModelSimple.h"
-#include "CustomRenderMesh.h"
-#include "Renderer.h"
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// BlastAssetModelSimple
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, serialization, 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()));
- }
-
- initialize();
-}
-
-
-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));
-}
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "BlastAssetModelSimple.h"
+#include "BlastFamilyModelSimple.h"
+#include "CustomRenderMesh.h"
+#include "Renderer.h"
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BlastAssetModelSimple
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, serialization, 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()));
+ }
+
+ initialize();
+}
+
+
+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));
+}