From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- .../SampleBase/blast/BlastAssetModelSkinned.cpp | 120 ++++++++++----------- 1 file changed, 60 insertions(+), 60 deletions(-) mode change 100644 => 100755 samples/SampleBase/blast/BlastAssetModelSkinned.cpp (limited to 'samples/SampleBase/blast/BlastAssetModelSkinned.cpp') diff --git a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp old mode 100644 new mode 100755 index 331ca15..405178d --- a/samples/SampleBase/blast/BlastAssetModelSkinned.cpp +++ b/samples/SampleBase/blast/BlastAssetModelSkinned.cpp @@ -1,60 +1,60 @@ -// 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. - - -#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) -{ - for (const BlastModel::Material& material : getModel().materials) - { - if (material.diffuseTexture.empty()) - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned")); - else - m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str())); - } - - 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)); -} +// 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. + + +#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) +{ + for (const BlastModel::Material& material : getModel().materials) + { + if (material.diffuseTexture.empty()) + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned")); + else + m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_skinned_textured", material.diffuseTexture.c_str())); + } + + 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)); +} -- cgit v1.2.3