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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/ApexAssetTracker.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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 APEX_ASSET_TRACKER_H
+#define APEX_ASSET_TRACKER_H
+
+#include "ApexString.h"
+#include "ApexSDKIntl.h"
+#include "ResourceProviderIntl.h"
+#include "PsArray.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+class IosAsset;
+
+/* There are a couple confusing details here:
+ * 1. If you are tracking particle system or material assets, use an *authoringTypeName*
+ * of "".
+ * 2. When loading, this class checks first if the *authoringTypeName* == "" [A], it will
+ * then check the nameIdList.assetTypeName == "" [B]
+ * If A && B, use particle system namespace defined in B
+ * If A && !B, use material namespace
+ * If !A && B, use namespace specified in constructor
+ */
+class ApexAssetTracker
+{
+public:
+ ApexAssetTracker() : mSdk(0) {}
+
+ ApexAssetTracker(ApexSDKIntl* sdk, const char* authoringTypeName)
+ : mAuthoringTypeName(authoringTypeName),
+ mSdk(sdk)
+ {}
+
+ ApexAssetTracker(ApexSDKIntl* sdk)
+ : mAuthoringTypeName(""),
+ mSdk(sdk)
+ {}
+
+ ~ApexAssetTracker();
+
+ IosAsset* getIosAssetFromName(const char* iosTypeName, const char* assetName);
+ Asset* getAssetFromName(const char* assetName);
+ Asset* getMeshAssetFromName(const char* assetName, bool isOpaqueMesh);
+ bool addAssetName(const char* assetName, bool isOpaqueMesh);
+ bool addAssetName(const char* iosTypeName, const char* assetName);
+ void removeAllAssetNames();
+
+ ResID getResourceIdFromName(const char* assetName, bool isOpaqueMesh);
+
+ uint32_t forceLoadAssets();
+
+ /* one function must be implemented to fill in the name to id mappin lists */
+ //virtual void initializeAssetNameTable() = 0;
+
+ physx::Array<AssetNameIDMapping*>& getNameIdList()
+ {
+ return mNameIdList;
+ }
+
+ ApexSimpleString mAuthoringTypeName;
+ ApexSDKIntl* mSdk;
+ physx::Array<AssetNameIDMapping*> mNameIdList;
+};
+
+}
+} // end namespace nvidia::apex
+
+#endif // APEX_ASSET_TRACKER_H