// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_ASSET_TRACKER_H #define APEX_ASSET_TRACKER_H #include "ApexString.h" #include "ApexSDKIntl.h" #include "ResourceProviderIntl.h" #include "PsArray.h" namespace nvidia { namespace apex { class IosAsset; /* There are a couple confusing details here: * 1. If you are tracking particle system or material assets, use an *authoringTypeName* * of "". * 2. When loading, this class checks first if the *authoringTypeName* == "" [A], it will * then check the nameIdList.assetTypeName == "" [B] * If A && B, use particle system namespace defined in B * If A && !B, use material namespace * If !A && B, use namespace specified in constructor */ class ApexAssetTracker { public: ApexAssetTracker() : mSdk(0) {} ApexAssetTracker(ApexSDKIntl* sdk, const char* authoringTypeName) : mAuthoringTypeName(authoringTypeName), mSdk(sdk) {} ApexAssetTracker(ApexSDKIntl* sdk) : mAuthoringTypeName(""), mSdk(sdk) {} ~ApexAssetTracker(); IosAsset* getIosAssetFromName(const char* iosTypeName, const char* assetName); Asset* getAssetFromName(const char* assetName); Asset* getMeshAssetFromName(const char* assetName, bool isOpaqueMesh); bool addAssetName(const char* assetName, bool isOpaqueMesh); bool addAssetName(const char* iosTypeName, const char* assetName); void removeAllAssetNames(); ResID getResourceIdFromName(const char* assetName, bool isOpaqueMesh); uint32_t forceLoadAssets(); /* one function must be implemented to fill in the name to id mappin lists */ //virtual void initializeAssetNameTable() = 0; physx::Array& getNameIdList() { return mNameIdList; } ApexSimpleString mAuthoringTypeName; ApexSDKIntl* mSdk; physx::Array mNameIdList; }; } } // end namespace nvidia::apex #endif // APEX_ASSET_TRACKER_H