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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/include/CustomBufferIterator.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 CUSTOM_BUFFER_ITERATOR_H
+#define CUSTOM_BUFFER_ITERATOR_H
+
+/*!
+\file
+\brief class CustomBufferIterator
+*/
+
+#include "RenderMesh.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+/**
+\brief This class is used to access specific elements in an untyped chunk of memory
+*/
+class CustomBufferIterator
+{
+public:
+ /**
+ \brief Returns the memory start of a specific vertex.
+
+ All custom buffers are stored interleaved, so this is also the memory start of the first attribute of this vertex.
+ */
+ virtual void* getVertex(uint32_t triangleIndex, uint32_t vertexIndex) const = 0;
+
+ /**
+ \brief Returns the index of a certain custom buffer.
+
+ \note This is constant throughout the existence of this class.
+ */
+ virtual int32_t getAttributeIndex(const char* attributeName) const = 0;
+
+ /**
+ \brief Returns a pointer to a certain attribute of the specified vertex/triangle.
+
+ \param [in] triangleIndex Which triangle
+ \param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2)
+ \param [in] attributeName The name of the attribute you wish the data for
+ \param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly.
+ */
+ virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, const char* attributeName, RenderDataFormat::Enum& outFormat) const = 0;
+
+ /**
+ \brief Returns a pointer to a certain attribute of the specified vertex/triangle.
+
+ \note This is the faster method than the one above since it won't do any string comparisons
+
+ \param [in] triangleIndex Which triangle
+ \param [in] vertexIndex Which of the vertices of this triangle (must be either 0, 1 or 2)
+ \param [in] attributeIndex The indexof the attribute you wish the data for (use CustomBufferIterator::getAttributeIndex to find the index to a certain attribute name
+ \param [out] outFormat The format of the attribute, reinterpret_cast the void pointer accordingly.
+ \param [out] outName The name associated with the attribute
+ */
+ virtual void* getVertexAttribute(uint32_t triangleIndex, uint32_t vertexIndex, uint32_t attributeIndex, RenderDataFormat::Enum& outFormat, const char*& outName) const = 0;
+
+protected:
+ CustomBufferIterator() {}
+ virtual ~CustomBufferIterator() {}
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif // CUSTOM_BUFFER_ITERATOR_H