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/*
* 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 "BlastAssetModelSimple.h"
#include "BlastFamilyModelSimple.h"
#include "CustomRenderMesh.h"
#include "Renderer.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BlastAssetModelSimple
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName)
: BlastAssetModel(framework, physics, cooking, renderer, modelName)
{
// prepare materials
for (const BlastModel::Material& material : getModel().materials)
{
if (material.diffuseTexture.empty())
m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple"));
else
m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str()));
}
validate();
}
BlastAssetModelSimple::~BlastAssetModelSimple()
{
// release materials
for (RenderMaterial* r : m_renderMaterials)
{
SAFE_DELETE(r);
}
}
BlastFamilyPtr BlastAssetModelSimple::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
{
return BlastFamilyPtr(new BlastFamilyModelSimple(physXConroller, pxManager, m_renderer, *this, desc));
}
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