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/*
* Copyright (c) 2016-2017, 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_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);
private:
BlastModel() {}
};
#endif // ifndef BLAST_MODEL_H
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