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-// 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_SIMPLE_H
-#define BLAST_ASSET_MODEL_SIMPLE_H
-
-#include "BlastAssetModel.h"
-
-
-
-class BlastAssetModelSimple : public BlastAssetModel
-{
-public:
- //////// ctor ////////
-
- BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName);
- BlastAssetModelSimple(ExtPxAsset* pExtPxAsset, BlastModel* pBlastModel, Renderer& renderer);
- virtual ~BlastAssetModelSimple();
-
-
- //////// interface implementation ////////
-
- virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);
-
-
- //////// data getters ////////
-
- const std::vector<std::string>& getRenderMaterials() const
- {
- return m_renderMaterialNames;
- }
-
-
-private:
- //////// private internal data ////////
- void _init(Renderer& renderer);
-
- std::vector<std::string> m_renderMaterialNames;
-};
-
-#endif //BLAST_ASSET_MODEL_SIMPLE_H \ No newline at end of file