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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/ApexAssetTracker.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/common/include/ApexAssetTracker.h')
| -rw-r--r-- | APEX_1.4/common/include/ApexAssetTracker.h | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/APEX_1.4/common/include/ApexAssetTracker.h b/APEX_1.4/common/include/ApexAssetTracker.h new file mode 100644 index 00000000..d3c3d94f --- /dev/null +++ b/APEX_1.4/common/include/ApexAssetTracker.h @@ -0,0 +1,80 @@ +/* + * 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 |