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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /samples/SampleBase/blast/BlastAssetModelSkinned.cpp | |
| parent | first commit (diff) | |
| download | archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
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 'samples/SampleBase/blast/BlastAssetModelSkinned.cpp')
| -rw-r--r-- | samples/SampleBase/blast/BlastAssetModelSkinned.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp new file mode 100644 index 0000000..6b96580 --- /dev/null +++ b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp @@ -0,0 +1,42 @@ +/* +* 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 "BlastAssetModelSkinned.h" +#include "BlastFamilyModelSkinned.h" +#include "RenderMaterial.h" +#include "Renderer.h" + + +BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName) + : BlastAssetModel(framework, physics, cooking, 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())); + } + + validate(); +} + +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)); +} |