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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 RENDERABLE_H
+#define RENDERABLE_H
+
+/*!
+\file
+\brief class Renderable
+*/
+
+#include "RenderDataProvider.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+class UserRenderer;
+
+PX_PUSH_PACK_DEFAULT
+
+/**
+\brief Base class of any actor that can be rendered
+ */
+class Renderable : public RenderDataProvider
+{
+public:
+ /**
+ When called, this method will use the UserRenderer interface to render itself (if visible, etc)
+ by calling renderer.renderResource( RenderContext& ) as many times as necessary. See locking
+ semantics for RenderDataProvider::lockRenderResources().
+ */
+ virtual void dispatchRenderResources(UserRenderer& renderer) = 0;
+
+ /**
+ Returns AABB covering rendered data. The actor's world bounds is updated each frame
+ during Scene::fetchResults(). This function does not require the Renderable actor to be locked.
+ */
+ virtual PxBounds3 getBounds() const = 0;
+};
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif