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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/framework/include/ApexRenderMeshAsset.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_RENDERMESH_ASSET_H
+#define APEX_RENDERMESH_ASSET_H
+
+#include "RenderMeshAssetIntl.h"
+#include "ApexResource.h"
+#include "ApexSDKHelpers.h"
+#include "ResourceProviderIntl.h"
+#include "ApexRenderSubmesh.h"
+
+#include "RenderMeshAssetParameters.h"
+#include "ApexRWLockable.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+/**
+ApexRenderMeshAsset - a collection of ApexRenderMeshParts and submesh extra data
+*/
+class ApexRenderMeshAsset : public RenderMeshAssetIntl, public ApexResourceInterface, public ApexRWLockable, public ApexResource
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ ApexRenderMeshAsset(ResourceList& list, const char* name, AuthObjTypeID ownerModuleID);
+ ~ApexRenderMeshAsset();
+
+ struct SubmeshData
+ {
+ UserRenderVertexBuffer* staticVertexBuffer;
+ UserRenderVertexBuffer* skinningVertexBuffer;
+ UserRenderVertexBuffer* dynamicVertexBuffer;
+ bool needsStaticData;
+ bool needsDynamicData;
+ };
+ struct CustomSubmeshData
+ {
+ Array<RenderDataFormat::Enum> customBufferFormats;
+ Array<void*> customBufferVoidPtrs;
+ };
+
+
+ void release()
+ {
+ GetApexSDK()->releaseAsset(*this);
+ }
+
+ void destroy();
+
+ AuthObjTypeID getObjTypeID() const
+ {
+ return mObjTypeID;
+ }
+ const char* getObjTypeName() const
+ {
+ return getClassName();
+ }
+ uint32_t forceLoadAssets();
+ void deleteStaticBuffersAfterUse(bool set)
+ {
+ mParams->deleteStaticBuffersAfterUse = set;
+ }
+
+ RenderMeshActor* createActor(const RenderMeshActorDesc& desc);
+ void releaseActor(RenderMeshActor& renderMeshActor);
+
+ const char* getName(void) const
+ {
+ return mName.c_str();
+ }
+ uint32_t getSubmeshCount() const
+ {
+ return (uint32_t)mParams->submeshes.arraySizes[0];
+ }
+ uint32_t getPartCount() const
+ {
+ return (uint32_t)mParams->partBounds.arraySizes[0];
+ }
+ uint32_t getBoneCount() const
+ {
+ return mParams->boneCount;
+ }
+ const RenderSubmesh& getSubmesh(uint32_t submeshIndex) const
+ {
+ return *mSubmeshes[submeshIndex];
+ }
+ const PxBounds3& getBounds(uint32_t partIndex = 0) const
+ {
+ return mParams->partBounds.buf[partIndex];
+ }
+ void getStats(RenderMeshAssetStats& stats) const;
+
+ // from RenderMeshAssetIntl
+ RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex)
+ {
+ return *mSubmeshes[submeshIndex];
+ }
+ void permuteBoneIndices(const Array<int32_t>& old2new);
+ void applyTransformation(const PxMat44& transformation, float scale);
+ void reverseWinding();
+ void applyScale(float scale);
+ bool mergeBinormalsIntoTangents();
+ void setOwnerModuleId(AuthObjTypeID id)
+ {
+ mOwnerModuleID = id;
+ }
+ TextureUVOrigin::Enum getTextureUVOrigin() const;
+
+ const char* getMaterialName(uint32_t submeshIndex) const
+ {
+ return mParams->materialNames.buf[submeshIndex];
+ }
+
+ // ApexResourceInterface methods
+ void setListIndex(ResourceList& list, uint32_t index)
+ {
+ m_listIndex = index;
+ m_list = &list;
+ }
+ uint32_t getListIndex() const
+ {
+ return m_listIndex;
+ }
+
+ /* Common data for all ApexRenderMeshAssets */
+ static AuthObjTypeID mObjTypeID;
+ static const char* getClassName()
+ {
+ return RENDER_MESH_AUTHORING_TYPE_NAME;
+ };
+
+ const NvParameterized::Interface* getAssetNvParameterized() const
+ {
+ return mParams;
+ }
+
+ /**
+ * \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller.
+ */
+ virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void)
+ {
+ NvParameterized::Interface* ret = mParams;
+ mParams = NULL;
+ release();
+ return ret;
+ }
+ NvParameterized::Interface* getDefaultActorDesc()
+ {
+ APEX_INVALID_OPERATION("Not yet implemented!");
+ return NULL;
+ };
+
+ NvParameterized::Interface* getDefaultAssetPreviewDesc()
+ {
+ APEX_INVALID_OPERATION("Not yet implemented!");
+ return NULL;
+ };
+
+ virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/)
+ {
+ APEX_INVALID_OPERATION("Not yet implemented!");
+ return NULL;
+ }
+
+ virtual AssetPreview* createApexAssetPreview(const NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/)
+ {
+ APEX_INVALID_OPERATION("Not yet implemented!");
+ return NULL;
+ }
+
+ void setOpaqueMesh(UserOpaqueMesh* om)
+ {
+ mOpaqueMesh = om;
+ }
+
+ virtual UserOpaqueMesh* getOpaqueMesh(void) const
+ {
+ return mOpaqueMesh;
+ }
+
+ virtual bool isValidForActorCreation(const ::NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) const
+ {
+ return true; // TODO implement this method
+ }
+
+ virtual bool isDirty() const
+ {
+ return false;
+ }
+
+protected:
+ ApexRenderMeshAsset() {} // Nop constructor for use by RenderMeshAssetAuthoring
+
+ void setSubmeshCount(uint32_t submeshCount);
+
+
+ void createLocalData();
+
+ bool createFromParameters(RenderMeshAssetParameters* params);
+
+ void updatePartBounds();
+
+ AuthObjTypeID mOwnerModuleID;
+ RenderMeshAssetParameters* mParams;
+ UserOpaqueMesh* mOpaqueMesh;
+
+ // Name should not be serialized
+ ApexSimpleString mName;
+
+ // Local (not serialized) data
+ Array<ApexRenderSubmesh*> mSubmeshes;
+
+ Array<ResID> mMaterialIDs;
+ ResourceList mActorList;
+ Array<SubmeshData> mRuntimeSubmeshData;
+ Array<CustomSubmeshData> mRuntimeCustomSubmeshData;
+
+ friend class ApexRenderMeshActor;
+ friend class RenderMeshAuthorableObject;
+};
+
+} // namespace apex
+} // namespace nvidia
+
+#endif // APEX_RENDERMESH_ASSET_H