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@@ -1,77 +0,0 @@
-// 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.
-
-
-#ifndef BLAST_ASSET_MODEL_H
-#define BLAST_ASSET_MODEL_H
-
-#include "BlastAsset.h"
-#include "BlastModel.h"
-
-
-namespace physx
-{
-class PxPhysics;
-class PxCooking;
-}
-
-namespace Nv
-{
-namespace Blast
-{
-class TkFramework;
-class ExtSerialization;
-}
-}
-
-
-class BlastAssetModel : public BlastAsset
-{
-public:
- //////// ctor ////////
-
- BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName, const char* modelPath = NULL);
- BlastAssetModel(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer);
- virtual ~BlastAssetModel();
-
-
- //////// data getters ////////
-
- const BlastModel& getModel() const
- {
-// Add By Lixu Begin
- return *m_model;
-// Add By Lixu End
- }
-
-private:
- //////// private internal data ////////
-
- BlastModelPtr m_model;
-};
-
-#endif //BLAST_ASSET_MODEL_H \ No newline at end of file