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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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef BLAST_ASSET_H
#define BLAST_ASSET_H
#include <memory>
#include "PxTransform.h"
#include "NvBlastTypes.h"
using namespace physx;
class Renderer;
class BlastFamily;
class PhysXController;
class NvBlastExtDamageAccelerator;
namespace Nv
{
namespace Blast
{
class ExtPxFamily;
class ExtPxAsset;
class ExtPxManager;
class TkGroup;
}
}
using namespace Nv::Blast;
typedef std::shared_ptr<BlastFamily> BlastFamilyPtr;
class BlastAsset
{
public:
//////// ctor ////////
BlastAsset(Renderer& renderer);
virtual ~BlastAsset();
//////// desc ////////
/**
Descriptor with actor initial settings.
*/
struct ActorDesc
{
NvBlastID id;
PxTransform transform;
TkGroup* group;
};
//////// abstract ////////
virtual BlastFamilyPtr createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) = 0;
//////// data getters ////////
ExtPxAsset* getPxAsset() const
{
return m_pxAsset;
}
size_t getBlastAssetSize() const;
float getBondHealthMax() const
{
return m_bondHealthMax;
}
float getSupportChunkHealthMax() const
{
return m_bondHealthMax;
}
NvBlastExtDamageAccelerator* getAccelerator() const
{
return m_damageAccelerator;
}
protected:
//////// internal operations ////////
void initialize();
//////// input data ////////
Renderer& m_renderer;
//////// internal data ////////
ExtPxAsset* m_pxAsset;
float m_bondHealthMax;
float m_supportChunkHealthMax;
NvBlastExtDamageAccelerator* m_damageAccelerator;
};
#endif //BLAST_ASSET_H
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