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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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// information or for any infringement of patents or other rights of third parties that may
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
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#ifndef BLAST_FAMILY_MODEL_SIMPLE_H
#define BLAST_FAMILY_MODEL_SIMPLE_H

#include "BlastFamily.h"
#include "BlastAssetModelSimple.h"

class SimpleRenderMesh;
class Renderable;
class Renderer;

class BlastFamilyModelSimple : public BlastFamily
{
public:
	//////// ctor ////////

	BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc);
	virtual ~BlastFamilyModelSimple();

protected:
	//////// abstract implementation ////////

	virtual void onActorCreated(const ExtPxActor& actor);
	virtual void onActorUpdate(const ExtPxActor& actor);
	virtual void onActorDestroyed(const ExtPxActor& actor);
	virtual void onActorHealthUpdate(const ExtPxActor& pxActor);

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

	Renderer& m_renderer;

	struct Chunk
	{
		std::vector<SimpleRenderMesh*> renderMeshes;
		std::vector<Renderable*> renderables;
	};

	std::vector<Chunk> m_chunks;
};


#endif //BLAST_FAMILY_MODEL_SIMPLE_H