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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_SKINNED_H
#define BLAST_FAMILY_MODEL_SKINNED_H
#include "BlastFamily.h"
#include "BlastAssetModelSkinned.h"
class SkinnedRenderMesh;
class Renderable;
class BlastFamilyModelSkinned : public BlastFamily
{
public:
//////// ctor ////////
BlastFamilyModelSkinned(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSkinned& blastAsset, const BlastAsset::ActorDesc& desc);
virtual ~BlastFamilyModelSkinned();
protected:
//////// abstract implementation ////////
virtual void onActorCreated(const ExtPxActor& actor);
virtual void onActorUpdate(const ExtPxActor& actor);
virtual void onActorDestroyed(const ExtPxActor& actor);
virtual void onUpdate();
private:
//////// internal data ////////
Renderer& m_renderer;
struct SubModel
{
static const uint32_t INVALID_BONE_ID = ~(uint32_t)0;
Renderable* renderable = nullptr;
SkinnedRenderMesh* skinnedRenderMesh = nullptr;
std::vector<uint32_t> chunkIdToBoneMap;
};
std::vector<SubModel> m_subModels;
std::set<const ExtPxActor*> m_visibleActors;
bool m_visibleActorsDirty;
//////// scratch buffers ////////
std::vector<uint32_t> m_visibleBones;
std::vector<PxMat44> m_visibleBoneTransforms;
};
#endif //BLAST_FAMILY_MODEL_SKINNED_H
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