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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_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
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