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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/module/clothing/include/ClothingRenderProxyImpl.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]
Diffstat (limited to 'APEX_1.4/module/clothing/include/ClothingRenderProxyImpl.h')
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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 CLOTHING_RENDER_PROXY_IMPL_H
+#define CLOTHING_RENDER_PROXY_IMPL_H
+
+#include "ClothingRenderProxy.h"
+#include "PxMat44.h"
+#include "PxBounds3.h"
+#include "PsHashMap.h"
+#include "ApexString.h"
+#include "ApexRWLockable.h"
+
+namespace nvidia
+{
+namespace apex
+{
+class RenderMeshActorIntl;
+class RenderMeshAssetIntl;
+}
+namespace clothing
+{
+class ClothingActorParam;
+class ClothingScene;
+
+
+class ClothingRenderProxyImpl : public ClothingRenderProxy, public UserAllocated, public ApexRWLockable
+{
+public:
+ APEX_RW_LOCKABLE_BOILERPLATE
+
+ ClothingRenderProxyImpl(RenderMeshAssetIntl* rma, bool useFallbackSkinning, bool useCustomVertexBuffer, const nvidia::HashMap<uint32_t, ApexSimpleString>& overrideMaterials, const PxVec3* morphTargetNewPositions, const uint32_t* morphTargetVertexOffsets, ClothingScene* scene);
+ virtual ~ClothingRenderProxyImpl();
+
+ // from ApexInterface
+ virtual void release();
+
+ // from Renderable
+ virtual void dispatchRenderResources(UserRenderer& api);
+ virtual PxBounds3 getBounds() const
+ {
+ return mBounds;
+ }
+ void setBounds(const PxBounds3& bounds)
+ {
+ mBounds = bounds;
+ }
+
+ // from RenderDataProvider.h
+ virtual void lockRenderResources();
+ virtual void unlockRenderResources();
+ virtual void updateRenderResources(bool rewriteBuffers = false, void* userRenderData = 0);
+
+ void setPose(const PxMat44& pose)
+ {
+ mPose = pose;
+ }
+
+ // from ClothingRenderProxy.h
+ virtual bool hasSimulatedData() const;
+
+ RenderMeshActorIntl* getRenderMeshActor();
+ RenderMeshAssetIntl* getRenderMeshAsset();
+
+ bool usesFallbackSkinning() const
+ {
+ return mUseFallbackSkinning;
+ }
+
+ bool usesCustomVertexBuffer() const
+ {
+ return renderingDataPosition != NULL;
+ }
+
+ const PxVec3* getMorphTargetBuffer() const
+ {
+ return mMorphTargetNewPositions;
+ }
+
+ void setOverrideMaterial(uint32_t i, const char* overrideMaterialName);
+ bool overrideMaterialsEqual(const nvidia::HashMap<uint32_t, ApexSimpleString>& overrideMaterials);
+
+ uint32_t getTimeInPool() const;
+ void setTimeInPool(uint32_t time);
+
+ void notifyAssetRelease();
+
+ PxVec3* renderingDataPosition;
+ PxVec3* renderingDataNormal;
+ PxVec4* renderingDataTangent;
+
+private:
+ RenderMeshActorIntl* createRenderMeshActor(RenderMeshAssetIntl* renderMeshAsset, ClothingActorParam* actorDesc);
+
+ PxBounds3 mBounds;
+ PxMat44 mPose;
+
+ RenderMeshActorIntl* mRenderMeshActor;
+ RenderMeshAssetIntl* mRenderMeshAsset;
+
+ ClothingScene* mScene;
+
+ bool mUseFallbackSkinning;
+ HashMap<uint32_t, ApexSimpleString> mOverrideMaterials;
+ const PxVec3* mMorphTargetNewPositions; // just to compare, only read it in constructor (it may be released)
+
+ uint32_t mTimeInPool;
+
+ Mutex mRMALock;
+};
+
+}
+} // namespace nvidia
+
+#endif // CLOTHING_RENDER_PROXY_IMPL_H