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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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
#ifndef BLAST_MODEL_H
#define BLAST_MODEL_H
#include "Mesh.h"
#include <vector>
#include <memory>
class BlastModel;
typedef std::shared_ptr<const BlastModel> BlastModelPtr;
/**
BlastModel struct represents graphic model.
Now only loading from .obj file is supported.
Can have >=0 materials
Every chunk can have multiple meshes (1 for every material)
*/
class BlastModel
{
public:
struct Material
{
std::string diffuseTexture;
};
struct Chunk
{
struct Mesh
{
uint32_t materialIndex;
SimpleMesh mesh;
};
std::vector<Mesh> meshes;
};
std::vector<Material> materials;
std::vector<Chunk> chunks;
static BlastModelPtr loadFromFileTinyLoader(const char* path);
static BlastModelPtr loadFromFbxFile(const char* path);
private:
BlastModel() {}
};
#endif // ifndef BLAST_MODEL_H
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