diff options
Diffstat (limited to 'samples/SampleBase/blast/BlastFamilyModelSkinned.h')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/blast/BlastFamilyModelSkinned.h | 160 |
1 files changed, 80 insertions, 80 deletions
diff --git a/samples/SampleBase/blast/BlastFamilyModelSkinned.h b/samples/SampleBase/blast/BlastFamilyModelSkinned.h index a606f68..397e041 100644..100755 --- a/samples/SampleBase/blast/BlastFamilyModelSkinned.h +++ b/samples/SampleBase/blast/BlastFamilyModelSkinned.h @@ -1,81 +1,81 @@ -// 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. - - -#ifndef BLAST_FAMILY_MODEL_SKINNED_H -#define BLAST_FAMILY_MODEL_SKINNED_H - -#include "BlastFamily.h" -#include "BlastAssetModelSkinned.h" - -class SkinnedRenderMesh; -class Renderable; - -class BlastFamilyModelSkinned : public BlastFamily -{ -public: - //////// ctor //////// - - BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc); - virtual ~BlastFamilyModelSkinned(); - -protected: - //////// abstract implementation //////// - - virtual void onActorCreated(const ExtPxActor& actor); - virtual void onActorUpdate(const ExtPxActor& actor); - virtual void onActorDestroyed(const ExtPxActor& actor); - - virtual void onUpdate(); - -private: - //////// internal data //////// - - Renderer& m_renderer; - - struct SubModel - { - static const uint32_t INVALID_BONE_ID = ~(uint32_t)0; - - Renderable* renderable = nullptr; - SkinnedRenderMesh* skinnedRenderMesh = nullptr; - std::vector<uint32_t> chunkIdToBoneMap; - }; - std::vector<SubModel> m_subModels; - - std::set<const ExtPxActor*> m_visibleActors; - bool m_visibleActorsDirty; - - //////// scratch buffers //////// - - std::vector<uint32_t> m_visibleBones; - std::vector<PxMat44> m_visibleBoneTransforms; - -}; - - +// 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.
+
+
+#ifndef BLAST_FAMILY_MODEL_SKINNED_H
+#define BLAST_FAMILY_MODEL_SKINNED_H
+
+#include "BlastFamily.h"
+#include "BlastAssetModelSkinned.h"
+
+class SkinnedRenderMesh;
+class Renderable;
+
+class BlastFamilyModelSkinned : public BlastFamily
+{
+public:
+ //////// ctor ////////
+
+ BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc);
+ virtual ~BlastFamilyModelSkinned();
+
+protected:
+ //////// abstract implementation ////////
+
+ virtual void onActorCreated(const ExtPxActor& actor);
+ virtual void onActorUpdate(const ExtPxActor& actor);
+ virtual void onActorDestroyed(const ExtPxActor& actor);
+
+ virtual void onUpdate();
+
+private:
+ //////// internal data ////////
+
+ Renderer& m_renderer;
+
+ struct SubModel
+ {
+ static const uint32_t INVALID_BONE_ID = ~(uint32_t)0;
+
+ Renderable* renderable = nullptr;
+ SkinnedRenderMesh* skinnedRenderMesh = nullptr;
+ std::vector<uint32_t> chunkIdToBoneMap;
+ };
+ std::vector<SubModel> m_subModels;
+
+ std::set<const ExtPxActor*> m_visibleActors;
+ bool m_visibleActorsDirty;
+
+ //////// scratch buffers ////////
+
+ std::vector<uint32_t> m_visibleBones;
+ std::vector<PxMat44> m_visibleBoneTransforms;
+
+};
+
+
#endif //BLAST_FAMILY_MODEL_SKINNED_H
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