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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/blast/BlastAsset.cpp174
1 files changed, 87 insertions, 87 deletions
diff --git a/samples/SampleBase/blast/BlastAsset.cpp b/samples/SampleBase/blast/BlastAsset.cpp
index 05e411a..5e7abd1 100644..100755
--- a/samples/SampleBase/blast/BlastAsset.cpp
+++ b/samples/SampleBase/blast/BlastAsset.cpp
@@ -1,87 +1,87 @@
-// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "BlastAsset.h"
-#include "NvBlastExtPxAsset.h"
-#include "NvBlastTkAsset.h"
-#include "NvBlastExtDamageShaders.h"
-#include <algorithm>
-
-
-BlastAsset::BlastAsset(Renderer& renderer)
- : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f), m_damageAccelerator(nullptr)
-{
-}
-
-BlastAsset::~BlastAsset()
-{
- if (m_damageAccelerator)
- {
- m_damageAccelerator->release();
- }
-}
-
-void BlastAsset::initialize()
-{
- // calc max healths
- const auto& actorDesc = m_pxAsset->getDefaultActorDesc();
- if (actorDesc.initialBondHealths)
- {
- m_bondHealthMax = FLT_MIN;
- const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount();
- for (uint32_t i = 0; i < bondCount; ++i)
- {
- m_bondHealthMax = std::max<float>(m_bondHealthMax, actorDesc.initialBondHealths[i]);
- }
- }
- else
- {
- m_bondHealthMax = actorDesc.uniformInitialBondHealth;
- }
-
- if(actorDesc.initialSupportChunkHealths)
- {
- m_supportChunkHealthMax = FLT_MIN;
- const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount;
- for (uint32_t i = 0; i < nodeCount; ++i)
- {
- m_supportChunkHealthMax = std::max<float>(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]);
- }
- }
- else
- {
- m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth;
- }
-
- m_damageAccelerator = NvBlastExtDamageAcceleratorCreate(m_pxAsset->getTkAsset().getAssetLL(), 3);
-}
-
-size_t BlastAsset::getBlastAssetSize() const
-{
- return m_pxAsset->getTkAsset().getDataSize();
-}
+// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "BlastAsset.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastTkAsset.h"
+#include "NvBlastExtDamageShaders.h"
+#include <algorithm>
+
+
+BlastAsset::BlastAsset(Renderer& renderer)
+ : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f), m_damageAccelerator(nullptr)
+{
+}
+
+BlastAsset::~BlastAsset()
+{
+ if (m_damageAccelerator)
+ {
+ m_damageAccelerator->release();
+ }
+}
+
+void BlastAsset::initialize()
+{
+ // calc max healths
+ const auto& actorDesc = m_pxAsset->getDefaultActorDesc();
+ if (actorDesc.initialBondHealths)
+ {
+ m_bondHealthMax = FLT_MIN;
+ const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount();
+ for (uint32_t i = 0; i < bondCount; ++i)
+ {
+ m_bondHealthMax = std::max<float>(m_bondHealthMax, actorDesc.initialBondHealths[i]);
+ }
+ }
+ else
+ {
+ m_bondHealthMax = actorDesc.uniformInitialBondHealth;
+ }
+
+ if(actorDesc.initialSupportChunkHealths)
+ {
+ m_supportChunkHealthMax = FLT_MIN;
+ const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount;
+ for (uint32_t i = 0; i < nodeCount; ++i)
+ {
+ m_supportChunkHealthMax = std::max<float>(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]);
+ }
+ }
+ else
+ {
+ m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth;
+ }
+
+ m_damageAccelerator = NvBlastExtDamageAcceleratorCreate(m_pxAsset->getTkAsset().getAssetLL(), 3);
+}
+
+size_t BlastAsset::getBlastAssetSize() const
+{
+ return m_pxAsset->getTkAsset().getDataSize();
+}