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diff --git a/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/NvBlast/samples/SampleBase/blast/BlastAssetModelSimple.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 "BlastAssetModelSimple.h"
+#include "BlastFamilyModelSimple.h"
+#include "CustomRenderMesh.h"
+#include "Renderer.h"
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BlastAssetModelSimple
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
+ : BlastAssetModel(framework, physics, cooking, 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()));
+ }
+
+ validate();
+}
+
+
+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));
+}