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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2015 NVIDIA Corporation. All rights reserved.
+
+// This file was generated by NvParameterized/scripts/GenParameterized.pl
+
+
+#ifndef HEADER_RenderMeshAssetParameters_h
+#define HEADER_RenderMeshAssetParameters_h
+
+#include "NvParametersTypes.h"
+
+#ifndef NV_PARAMETERIZED_ONLY_LAYOUTS
+#include "nvparameterized/NvParameterized.h"
+#include "nvparameterized/NvParameterizedTraits.h"
+#include "NvParameters.h"
+#include "NvTraitsInternal.h"
+#endif
+
+namespace nvidia
+{
+namespace apex
+{
+
+#if PX_VC
+#pragma warning(push)
+#pragma warning(disable: 4324) // structure was padded due to __declspec(align())
+#endif
+
+namespace RenderMeshAssetParametersNS
+{
+
+
+struct REF_DynamicArray1D_Type
+{
+ NvParameterized::Interface** buf;
+ bool isAllocated;
+ int32_t elementSize;
+ int32_t arraySizes[1];
+};
+
+struct STRING_DynamicArray1D_Type
+{
+ NvParameterized::DummyStringStruct* buf;
+ bool isAllocated;
+ int32_t elementSize;
+ int32_t arraySizes[1];
+};
+
+struct BOUNDS3_DynamicArray1D_Type
+{
+ physx::PxBounds3* buf;
+ bool isAllocated;
+ int32_t elementSize;
+ int32_t arraySizes[1];
+};
+
+
+struct ParametersStruct
+{
+
+ REF_DynamicArray1D_Type submeshes;
+ STRING_DynamicArray1D_Type materialNames;
+ BOUNDS3_DynamicArray1D_Type partBounds;
+ uint32_t textureUVOrigin;
+ uint32_t boneCount;
+ bool deleteStaticBuffersAfterUse;
+ bool isReferenced;
+
+};
+
+static const uint32_t checksum[] = { 0x119d6f62, 0x8d1ff03d, 0x19864d20, 0x93421fd0, };
+
+} // namespace RenderMeshAssetParametersNS
+
+#ifndef NV_PARAMETERIZED_ONLY_LAYOUTS
+class RenderMeshAssetParameters : public NvParameterized::NvParameters, public RenderMeshAssetParametersNS::ParametersStruct
+{
+public:
+ RenderMeshAssetParameters(NvParameterized::Traits* traits, void* buf = 0, int32_t* refCount = 0);
+
+ virtual ~RenderMeshAssetParameters();
+
+ virtual void destroy();
+
+ static const char* staticClassName(void)
+ {
+ return("RenderMeshAssetParameters");
+ }
+
+ const char* className(void) const
+ {
+ return(staticClassName());
+ }
+
+ static const uint32_t ClassVersion = ((uint32_t)0 << 16) + (uint32_t)0;
+
+ static uint32_t staticVersion(void)
+ {
+ return ClassVersion;
+ }
+
+ uint32_t version(void) const
+ {
+ return(staticVersion());
+ }
+
+ static const uint32_t ClassAlignment = 8;
+
+ static const uint32_t* staticChecksum(uint32_t& bits)
+ {
+ bits = 8 * sizeof(RenderMeshAssetParametersNS::checksum);
+ return RenderMeshAssetParametersNS::checksum;
+ }
+
+ static void freeParameterDefinitionTable(NvParameterized::Traits* traits);
+
+ const uint32_t* checksum(uint32_t& bits) const
+ {
+ return staticChecksum(bits);
+ }
+
+ const RenderMeshAssetParametersNS::ParametersStruct& parameters(void) const
+ {
+ RenderMeshAssetParameters* tmpThis = const_cast<RenderMeshAssetParameters*>(this);
+ return *(static_cast<RenderMeshAssetParametersNS::ParametersStruct*>(tmpThis));
+ }
+
+ RenderMeshAssetParametersNS::ParametersStruct& parameters(void)
+ {
+ return *(static_cast<RenderMeshAssetParametersNS::ParametersStruct*>(this));
+ }
+
+ virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle) const;
+ virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle);
+
+ void initDefaults(void);
+
+protected:
+
+ virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void);
+ virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void) const;
+
+
+ virtual void getVarPtr(const NvParameterized::Handle& handle, void*& ptr, size_t& offset) const;
+
+private:
+
+ void buildTree(void);
+ void initDynamicArrays(void);
+ void initStrings(void);
+ void initReferences(void);
+ void freeDynamicArrays(void);
+ void freeStrings(void);
+ void freeReferences(void);
+
+ static bool mBuiltFlag;
+ static NvParameterized::MutexType mBuiltFlagMutex;
+};
+
+class RenderMeshAssetParametersFactory : public NvParameterized::Factory
+{
+ static const char* const vptr;
+
+public:
+
+ virtual void freeParameterDefinitionTable(NvParameterized::Traits* traits)
+ {
+ RenderMeshAssetParameters::freeParameterDefinitionTable(traits);
+ }
+
+ virtual NvParameterized::Interface* create(NvParameterized::Traits* paramTraits)
+ {
+ // placement new on this class using mParameterizedTraits
+
+ void* newPtr = paramTraits->alloc(sizeof(RenderMeshAssetParameters), RenderMeshAssetParameters::ClassAlignment);
+ if (!NvParameterized::IsAligned(newPtr, RenderMeshAssetParameters::ClassAlignment))
+ {
+ NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class RenderMeshAssetParameters");
+ paramTraits->free(newPtr);
+ return 0;
+ }
+
+ memset(newPtr, 0, sizeof(RenderMeshAssetParameters)); // always initialize memory allocated to zero for default values
+ return NV_PARAM_PLACEMENT_NEW(newPtr, RenderMeshAssetParameters)(paramTraits);
+ }
+
+ virtual NvParameterized::Interface* finish(NvParameterized::Traits* paramTraits, void* bufObj, void* bufStart, int32_t* refCount)
+ {
+ if (!NvParameterized::IsAligned(bufObj, RenderMeshAssetParameters::ClassAlignment)
+ || !NvParameterized::IsAligned(bufStart, RenderMeshAssetParameters::ClassAlignment))
+ {
+ NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class RenderMeshAssetParameters");
+ return 0;
+ }
+
+ // Init NvParameters-part
+ // We used to call empty constructor of RenderMeshAssetParameters here
+ // but it may call default constructors of members and spoil the data
+ NV_PARAM_PLACEMENT_NEW(bufObj, NvParameterized::NvParameters)(paramTraits, bufStart, refCount);
+
+ // Init vtable (everything else is already initialized)
+ *(const char**)bufObj = vptr;
+
+ return (RenderMeshAssetParameters*)bufObj;
+ }
+
+ virtual const char* getClassName()
+ {
+ return (RenderMeshAssetParameters::staticClassName());
+ }
+
+ virtual uint32_t getVersion()
+ {
+ return (RenderMeshAssetParameters::staticVersion());
+ }
+
+ virtual uint32_t getAlignment()
+ {
+ return (RenderMeshAssetParameters::ClassAlignment);
+ }
+
+ virtual const uint32_t* getChecksum(uint32_t& bits)
+ {
+ return (RenderMeshAssetParameters::staticChecksum(bits));
+ }
+};
+#endif // NV_PARAMETERIZED_ONLY_LAYOUTS
+
+} // namespace apex
+} // namespace nvidia
+
+#if PX_VC
+#pragma warning(pop)
+#endif
+
+#endif