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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
parentAdded screens to welcome page (diff)
downloadarchived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
archived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp')
-rw-r--r--tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp74
1 files changed, 46 insertions, 28 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
index 56c7441..c3db31d 100644
--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
+++ b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
@@ -1,12 +1,29 @@
-/*
-* 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.
-*/
+// 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) 2008-2017 NVIDIA Corporation. All rights reserved.
#include "BlastAssetModelSimple.h"
@@ -19,37 +36,38 @@
// BlastAssetModelSimple
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, renderer, modelName)
+BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
{
- // prepare materials
-// Add By Lixu Begin
- for (const BlastModel::Material& material : getModel().materials)
- {
- if (material.diffuseTexture.empty())
- m_renderMaterials.push_back(RenderMaterial::getDefaultRenderMaterial());
- else
- m_renderMaterials.push_back(new RenderMaterial(material.name.c_str(), renderer.getResourceManager(), "model_simple_textured_ex", material.diffuseTexture.c_str()));
- }
-// Add By Lixu End
- validate();
+ _init(renderer);
}
+BlastAssetModelSimple::BlastAssetModelSimple(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer)
+ : BlastAssetModel(pExtPxAsset, pBlastModel, renderer)
+{
+ _init(renderer);
+}
BlastAssetModelSimple::~BlastAssetModelSimple()
{
- // release materials
- for (RenderMaterial* r : m_renderMaterials)
+ m_renderMaterialNames.clear();
+}
+
+void BlastAssetModelSimple::_init(Renderer& renderer)
+{
+ for (const BlastModel::Material& material : getModel().materials)
{
- if (r == RenderMaterial::getDefaultRenderMaterial())
+ std::string name = material.name;
+ if (name != "" && !BlastProject::ins().isGraphicsMaterialNameExist(name.c_str()))
{
- continue;
+ BlastProject::ins().addGraphicsMaterial(name.c_str());
+ BlastProject::ins().reloadDiffuseTexture(name.c_str(), material.diffuseTexture.c_str());
+ BlastProject::ins().reloadDiffuseColor(name.c_str(), material.r, material.g, material.b, material.a);
}
- SAFE_DELETE(r);
+ m_renderMaterialNames.push_back(name);
}
}
-
BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
{
return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc));