/* * Copyright (c) 2008-2017, 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. */ #pragma once #include #include #include #include #include class Model; class Scene; bool saveBoneCapsuleData(std::string filepath, Model* model, std::vector& sphereOffsets, std::vector& activeSpheres, std::vector& capsuleNodes); bool loadBoneCapsuleData(std::string filepath, Model* model, std::vector& sphereOffsets, std::vector& activeSpheres, std::vector& capsuleNodes); void renderBoneLines(Scene* scene, Model* model, ModelInstance* instance, physx::PxMat44 transform = physx::PxMat44(physx::PxIdentity), float scale = 1.0f);