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diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp
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--- a/tools/ArtistTools/source/BlastPlugin/SampleBase/blast/BlastAssetModelSkinned.cpp
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@@ -1,65 +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 "BlastAssetModelSkinned.h"
-#include "BlastFamilyModelSkinned.h"
-#include "RenderMaterial.h"
-#include "Renderer.h"
-
-
-BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName)
- : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName)
-{
-// Add By Lixu Begin
- int index = 0;
- char materialName[50];
- for (const BlastModel::Material& material : getModel().materials)
- {
- sprintf(materialName, "%s_Material%d", modelName, index++);
-
- if (material.diffuseTexture.empty())
- m_renderMaterials.push_back(new RenderMaterial(modelName, renderer.getResourceManager(), "model_skinned"));
- else
- m_renderMaterials.push_back(new RenderMaterial(modelName, renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str()));
- }
-// Add By Lixu End
- initialize();
-}
-
-BlastAssetModelSkinned::~BlastAssetModelSkinned()
-{
- for (RenderMaterial* r : m_renderMaterials)
- {
- SAFE_DELETE(r);
- }
-}
-
-BlastFamilyPtr BlastAssetModelSkinned::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
-{
- return BlastFamilyPtr(new BlastFamilyModelSkinned(physXConroller, pxManager, m_renderer, *this, desc));
-}