/* * 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. */ #include "BlastAssetModelSkinned.h" #include "BlastFamilyModelSkinned.h" #include "RenderMaterial.h" #include "Renderer.h" BlastAssetModelSkinned::BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName) : BlastAssetModel(framework, physics, cooking, 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())); } validate(); } 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)); }