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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/include/UserRenderBoneBuffer.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/include/UserRenderBoneBuffer.h')
| -rw-r--r-- | APEX_1.4/include/UserRenderBoneBuffer.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/APEX_1.4/include/UserRenderBoneBuffer.h b/APEX_1.4/include/UserRenderBoneBuffer.h new file mode 100644 index 00000000..5e1ef3f8 --- /dev/null +++ b/APEX_1.4/include/UserRenderBoneBuffer.h @@ -0,0 +1,66 @@ +/* + * 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 USER_RENDER_BONE_BUFFER_H +#define USER_RENDER_BONE_BUFFER_H + +/*! +\file +\brief class UserRenderBoneBuffer +*/ + +#include "RenderBufferData.h" +#include "UserRenderBoneBufferDesc.h" + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +/** +\brief type of the bone buffer data +*/ +class RenderBoneBufferData : public RenderBufferData<RenderBoneSemantic, RenderBoneSemantic::Enum> {}; + +/** +\brief Used for storing skeletal bone information used during skinning. + +Separated out into its own interface as we don't know how the user is going to implement this +it could be in another vertex buffer, a texture or just an array and skinned on CPU depending +on engine and hardware support. +*/ +class UserRenderBoneBuffer +{ +public: + virtual ~UserRenderBoneBuffer() {} + + /** + \brief Called when APEX wants to update the contents of the bone buffer. + + The source data type is assumed to be the same as what was defined in the descriptor. + APEX should call this function and supply data for ALL semantics that were originally + requested during creation every time its called. + + \param [in] data Contains the source data for the bone buffer. + \param [in] firstBone first bone to start writing to. + \param [in] numBones number of bones to write. + */ + virtual void writeBuffer(const nvidia::RenderBoneBufferData& data, uint32_t firstBone, uint32_t numBones) = 0; +}; + +PX_POP_PACK + +} +} // end namespace nvidia::apex + +#endif |