// 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) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef BLAST_ASSET_H #define BLAST_ASSET_H #include #include "PxTransform.h" #include "NvBlastTypes.h" using namespace physx; class Renderer; class BlastFamily; class PhysXController; class NvBlastExtDamageAccelerator; namespace Nv { namespace Blast { class ExtPxFamily; class ExtPxAsset; class ExtPxManager; class TkGroup; } } using namespace Nv::Blast; typedef std::shared_ptr BlastFamilyPtr; class BlastAsset { public: //////// ctor //////// BlastAsset(Renderer& renderer); virtual ~BlastAsset(); //////// desc //////// /** Descriptor with actor initial settings. */ struct ActorDesc { NvBlastID id; PxTransform transform; TkGroup* group; }; //////// abstract //////// virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0; //////// data getters //////// ExtPxAsset* getPxAsset() const { return m_pxAsset; } size_t getBlastAssetSize() const; float getBondHealthMax() const { return m_bondHealthMax; } float getSupportChunkHealthMax() const { return m_bondHealthMax; } NvBlastExtDamageAccelerator* getAccelerator() const { return m_damageAccelerator; } protected: //////// internal operations //////// void initialize(); //////// input data //////// Renderer& m_renderer; //////// internal data //////// ExtPxAsset* m_pxAsset; float m_bondHealthMax; float m_supportChunkHealthMax; NvBlastExtDamageAccelerator* m_damageAccelerator; }; #endif //BLAST_ASSET_H