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// 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.
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// This code supersedes and replaces all information previously supplied.
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#ifndef BLAST_ASSET_MODEL_SKINNED_H
#define BLAST_ASSET_MODEL_SKINNED_H

#include "BlastAssetModel.h"

class RenderMaterial;

class BlastAssetModelSkinned : public BlastAssetModel
{
public:
	//////// ctor ////////

	BlastAssetModelSkinned(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName);
	virtual ~BlastAssetModelSkinned();


	//////// interface implementation ////////

	BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc);


	//////// public getter ////////

	const std::vector<RenderMaterial*>& getRenderMaterials() const
	{
		return m_renderMaterials;
	}


private:
	//////// internal data ////////

	std::vector<RenderMaterial*>	m_renderMaterials;
};

#endif //BLAST_ASSET_MODEL_SKINNED_H