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diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
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--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSimple.cpp
+++ /dev/null
@@ -1,74 +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.
-
-
-#include "BlastAssetModelSimple.h"
-#include "BlastFamilyModelSimple.h"
-#include "CustomRenderMesh.h"
-#include "Renderer.h"
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// BlastAssetModelSimple
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
-{
- _init(renderer);
-}
-
-BlastAssetModelSimple::BlastAssetModelSimple(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer)
- : BlastAssetModel(pExtPxAsset, pBlastModel, renderer)
-{
- _init(renderer);
-}
-
-BlastAssetModelSimple::~BlastAssetModelSimple()
-{
- m_renderMaterialNames.clear();
-}
-
-void BlastAssetModelSimple::_init(Renderer& renderer)
-{
- for (const BlastModel::Material& material : getModel().materials)
- {
- std::string name = material.name;
- if (name != "" && !BlastProject::ins().isGraphicsMaterialNameExist(name.c_str()))
- {
- 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);
- }
- 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));
-}