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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 "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));
}
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