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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 /samples/SampleBase/blast/BlastAssetModelSkinned.cpp
parentfirst commit (diff)
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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.
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diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp
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+/*
+* 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));
+}