// 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_FAMILY_MODEL_SKINNED_H #define BLAST_FAMILY_MODEL_SKINNED_H #include "BlastFamily.h" #include "BlastAssetModelSkinned.h" class SkinnedRenderMesh; class Renderable; class BlastFamilyModelSkinned : public BlastFamily { public: //////// ctor //////// BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc); virtual ~BlastFamilyModelSkinned(); protected: //////// abstract implementation //////// virtual void onActorCreated(const ExtPxActor& actor); virtual void onActorUpdate(const ExtPxActor& actor); virtual void onActorDestroyed(const ExtPxActor& actor); virtual void onUpdate(); private: //////// internal data //////// Renderer& m_renderer; struct SubModel { static const uint32_t INVALID_BONE_ID = ~(uint32_t)0; Renderable* renderable = nullptr; SkinnedRenderMesh* skinnedRenderMesh = nullptr; std::vector chunkIdToBoneMap; }; std::vector m_subModels; std::set m_visibleActors; bool m_visibleActorsDirty; //////// scratch buffers //////// std::vector m_visibleBones; std::vector m_visibleBoneTransforms; }; #endif //BLAST_FAMILY_MODEL_SKINNED_H