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| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/blast/BlastAssetModelSkinned.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | archived-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/BlastAssetModelSkinned.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/blast/BlastAssetModelSkinned.cpp | 120 |
1 files changed, 60 insertions, 60 deletions
diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp index 331ca15..405178d 100644..100755 --- a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp +++ b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp @@ -1,60 +1,60 @@ -// 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 "BlastAssetModelSkinned.h" -#include "BlastFamilyModelSkinned.h" -#include "RenderMaterial.h" -#include "Renderer.h" - - -BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) - : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) -{ - for (const BlastModel::Material& material : getModel().materials) - { - if (material.diffuseTexture.empty()) - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned")); - else - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str())); - } - - initialize(); -} - -BlastAssetModelSkinned::~BlastAssetModelSkinned() -{ - for (RenderMaterial* r : m_renderMaterials) - { - SAFE_DELETE(r); - } -} - -BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) -{ - return BlastFamilyPtr(new BlastFamilyModelSkinned(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 "BlastAssetModelSkinned.h"
+#include "BlastFamilyModelSkinned.h"
+#include "RenderMaterial.h"
+#include "Renderer.h"
+
+
+BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
+{
+ for (const BlastModel::Material& material : getModel().materials)
+ {
+ if (material.diffuseTexture.empty())
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned"));
+ else
+ m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str()));
+ }
+
+ initialize();
+}
+
+BlastAssetModelSkinned::~BlastAssetModelSkinned()
+{
+ for (RenderMaterial* r : m_renderMaterials)
+ {
+ SAFE_DELETE(r);
+ }
+}
+
+BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
+{
+ return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc));
+}
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