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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef RAW_LOADER_H
+#define RAW_LOADER_H
+
+#include "SampleAllocator.h"
+#include "foundation/PxTransform.h"
+
+namespace SampleRenderer
+{
+ class RendererColor;
+}
+
+ class RAWObject : public SampleAllocateable
+ {
+ public:
+ RAWObject();
+
+ const char* mName;
+ PxTransform mTransform;
+ };
+
+ class RAWTexture : public RAWObject
+ {
+ public:
+ RAWTexture();
+
+ PxU32 mID;
+ PxU32 mWidth;
+ PxU32 mHeight;
+ bool mHasAlpha;
+ const SampleRenderer::RendererColor* mPixels;
+ };
+
+ class RAWMesh : public RAWObject
+ {
+ public:
+ RAWMesh();
+
+ PxU32 mNbVerts;
+ PxU32 mNbFaces;
+ PxU32 mMaterialID;
+ const PxVec3* mVerts;
+ const PxVec3* mVertexNormals;
+ const PxVec3* mVertexColors;
+ const PxReal* mUVs;
+ const PxU32* mIndices;
+ };
+
+ class RAWShape : public RAWObject
+ {
+ public:
+ RAWShape();
+
+ PxU32 mNbVerts;
+ const PxVec3* mVerts;
+ };
+
+ class RAWHelper : public RAWObject
+ {
+ public:
+ RAWHelper();
+ };
+
+ class RAWMaterial : public SampleAllocateable
+ {
+ public:
+ RAWMaterial();
+
+ PxU32 mID;
+ PxU32 mDiffuseID;
+ PxReal mOpacity;
+ PxVec3 mAmbientColor;
+ PxVec3 mDiffuseColor;
+ PxVec3 mSpecularColor;
+ bool mDoubleSided;
+ };
+
+ class RAWImportCallback
+ {
+ public:
+ virtual ~RAWImportCallback() {}
+ virtual void newMaterial(const RAWMaterial&) = 0;
+ virtual void newMesh(const RAWMesh&) = 0;
+ virtual void newShape(const RAWShape&) = 0;
+ virtual void newHelper(const RAWHelper&) = 0;
+ virtual void newTexture(const RAWTexture&) = 0;
+ };
+
+ bool loadRAWfile(const char* filename, RAWImportCallback& cb, PxReal scale);
+
+#endif