/* * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #ifndef BLAST_ASSET_MODEL_SIMPLE_H #define BLAST_ASSET_MODEL_SIMPLE_H #include "BlastAssetModel.h" class RenderMaterial; class BlastAssetModelSimple : public BlastAssetModel { public: //////// ctor //////// BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName); virtual ~BlastAssetModelSimple(); //////// interface implementation //////// virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc); //////// data getters //////// const std::vector& getRenderMaterials() const { return m_renderMaterials; } private: //////// private internal data //////// std::vector m_renderMaterials; }; #endif //BLAST_ASSET_MODEL_SIMPLE_H