// // 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_PREVIEW_SCENE_H #define APEX_ASSET_PREVIEW_SCENE_H #include "Apex.h" #include "ApexResource.h" #include "PsUserAllocated.h" #include "ApexSDKImpl.h" #include "AssetPreviewScene.h" #include "ModuleIntl.h" #include "ApexContext.h" #include "PsMutex.h" #if PX_PHYSICS_VERSION_MAJOR == 3 #include "PxScene.h" #include "PxRenderBuffer.h" #endif #include "ApexSceneUserNotify.h" #include "PsSync.h" #include "PxTask.h" #include "PxTaskManager.h" #include "ApexGroupsFiltering.h" #include "ApexRWLockable.h" namespace nvidia { namespace apex { class ApexAssetPreviewScene : public AssetPreviewScene, public ApexRWLockable, public UserAllocated { public: APEX_RW_LOCKABLE_BOILERPLATE ApexAssetPreviewScene(ApexSDKImpl* sdk); virtual ~ApexAssetPreviewScene() {} //Sets the view matrix. Should be called whenever the view matrix needs to be updated. virtual void setCameraMatrix(const PxMat44& viewTransform); //Returns the view matrix set by the user for the given viewID. virtual PxMat44 getCameraMatrix() const; virtual void setShowFullInfo(bool showFullInfo); virtual bool getShowFullInfo() const; virtual void release(); void destroy(); private: ApexSDKImpl* mApexSDK; PxMat44 mCameraMatrix; // the pose for the preview rendering bool mShowFullInfo; }; } } // end namespace nvidia::apex #endif // APEX_ASSET_PREVIEW_SCENE_H