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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/blast/BlastFamilyModelSkinned.h160
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 \ No newline at end of file