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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.
*/
#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<RenderMaterial*>& getRenderMaterials() const
{
return m_renderMaterials;
}
private:
//////// private internal data ////////
std::vector<RenderMaterial*> m_renderMaterials;
};
#endif //BLAST_ASSET_MODEL_SIMPLE_H
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