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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/RenderMeshActorDesc.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 RENDER_MESH_ACTOR_DESC_H
+#define RENDER_MESH_ACTOR_DESC_H
+
+/*!
+\file
+\brief class RenderMeshActorDesc
+*/
+
+#include "ApexDesc.h"
+#include "UserRenderResourceManager.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+/**
+\brief Descriptor for creating a rendering mesh (collection of parts and submesh extra data)
+*/
+class RenderMeshActorDesc : public ApexDesc
+{
+public:
+
+ /**
+ \brief constructor sets to default.
+ */
+ PX_INLINE RenderMeshActorDesc()
+ {
+ setToDefault();
+ }
+
+ /**
+ \brief (re)sets the structure to the default.
+ */
+ PX_INLINE void setToDefault()
+ {
+ visible = true;
+ bufferVisibility = false;
+ keepVisibleBonesPacked = false;
+ renderWithoutSkinning = false;
+ forceFallbackSkinning = false;
+ maxInstanceCount = 0;
+ indexBufferHint = RenderBufferHint::STATIC;
+ overrideMaterials = NULL;
+ overrideMaterialCount = 0;
+ keepPreviousFrameBoneBuffer = false;
+ forceBoneIndexChannel = false;
+ }
+
+ /**
+ \brief Returns true if the descriptor is valid.
+ \return true if the current settings are valid.
+ */
+ PX_INLINE bool isValid() const
+ {
+ if (overrideMaterialCount != 0 && overrideMaterials == NULL)
+ {
+ return false;
+ }
+ return ApexDesc::isValid();
+ }
+
+ /**
+ \brief Initial visibility of all parts.
+ */
+ bool visible;
+
+ /**
+ \brief If this set to true, render visibility will not be updated until the
+ user calls syncVisibility().
+ */
+ bool bufferVisibility;
+
+ /**
+ \brief Pack visible bones
+
+ If set, bone transform order will be maitained in an order that keeps visible bones
+ contiguous. This is more efficient for cases where there are large number of
+ nonvisible parts (it reduces the number of bone transforms that need to be updated
+ in writeBuffer). This only works when vertices are single-weighted, and
+ the number of bones equals the number of parts.
+ */
+ bool keepVisibleBonesPacked;
+
+ /**
+ \brief Render without skinning
+
+ If set, all vertices will be transformed by one transform, set using
+ RenderMeshActor::setTM with boneIndex = 0 (the default).
+ */
+ bool renderWithoutSkinning;
+
+ /**
+ \brief Enforce the use of fallback skinning
+
+ This will not create render resources with bone buffers since all the skinning will be done on the CPU already.
+ Does not work if keepVisibleBones is set. These two features are mutually exclusive.
+ */
+ bool forceFallbackSkinning;
+
+ /**
+ \brief If maxInstanceCount = 0, mesh will be renedered without instancing.
+ Otherwise, instance buffers (below) will be used.
+ */
+ uint32_t maxInstanceCount;
+
+ /**
+ \brief Hint passed along to the user describing whether the index buffer of
+ this render mesh can be modified.
+ */
+ RenderBufferHint::Enum indexBufferHint;
+
+ /**
+ \brief Per-actor material names, to override those in the asset.
+ The number of override material names is given by overrideMaterialCount.
+ */
+ const char** overrideMaterials;
+
+ /**
+ \brief Number of override material names in the overrideMaterials array.
+ If this number is less than the number of materials in the asset, only
+ the first overrideMaterialCount names will be overridden. If this number
+ is greater than the number of materials in the asset, the extra override
+ material names will be ignored.
+ */
+ uint32_t overrideMaterialCount;
+
+ /**
+ \brief If true, the previous frame's bone buffer is kept and delivered
+ during updateRenderResources as a second bone buffer.
+ */
+ bool keepPreviousFrameBoneBuffer;
+
+ /**
+ \brief If true, a static runtime bone index channel will be created.
+ */
+ bool forceBoneIndexChannel;
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif // RENDER_MESH_ACTOR_DESC_H