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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/UserRenderBoneBuffer.h
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
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 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