/* * Copyright (c) 2008-2017, 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 APEX_RENDERMESH_ASSET_H #define APEX_RENDERMESH_ASSET_H #include "RenderMeshAssetIntl.h" #include "ApexResource.h" #include "ApexSDKHelpers.h" #include "ResourceProviderIntl.h" #include "ApexRenderSubmesh.h" #include "RenderMeshAssetParameters.h" #include "ApexRWLockable.h" namespace nvidia { namespace apex { /** ApexRenderMeshAsset - a collection of ApexRenderMeshParts and submesh extra data */ class ApexRenderMeshAsset : public RenderMeshAssetIntl, public ApexResourceInterface, public ApexRWLockable, public ApexResource { public: APEX_RW_LOCKABLE_BOILERPLATE ApexRenderMeshAsset(ResourceList& list, const char* name, AuthObjTypeID ownerModuleID); ~ApexRenderMeshAsset(); struct SubmeshData { UserRenderVertexBuffer* staticVertexBuffer; UserRenderVertexBuffer* skinningVertexBuffer; UserRenderVertexBuffer* dynamicVertexBuffer; bool needsStaticData; bool needsDynamicData; }; struct CustomSubmeshData { Array customBufferFormats; Array customBufferVoidPtrs; }; void release() { GetApexSDK()->releaseAsset(*this); } void destroy(); AuthObjTypeID getObjTypeID() const { return mObjTypeID; } const char* getObjTypeName() const { return getClassName(); } uint32_t forceLoadAssets(); void deleteStaticBuffersAfterUse(bool set) { mParams->deleteStaticBuffersAfterUse = set; } RenderMeshActor* createActor(const RenderMeshActorDesc& desc); void releaseActor(RenderMeshActor& renderMeshActor); const char* getName(void) const { return mName.c_str(); } uint32_t getSubmeshCount() const { return (uint32_t)mParams->submeshes.arraySizes[0]; } uint32_t getPartCount() const { return (uint32_t)mParams->partBounds.arraySizes[0]; } uint32_t getBoneCount() const { return mParams->boneCount; } const RenderSubmesh& getSubmesh(uint32_t submeshIndex) const { return *mSubmeshes[submeshIndex]; } const PxBounds3& getBounds(uint32_t partIndex = 0) const { return mParams->partBounds.buf[partIndex]; } void getStats(RenderMeshAssetStats& stats) const; // from RenderMeshAssetIntl RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex) { return *mSubmeshes[submeshIndex]; } void permuteBoneIndices(const Array& old2new); void applyTransformation(const PxMat44& transformation, float scale); void reverseWinding(); void applyScale(float scale); bool mergeBinormalsIntoTangents(); void setOwnerModuleId(AuthObjTypeID id) { mOwnerModuleID = id; } TextureUVOrigin::Enum getTextureUVOrigin() const; const char* getMaterialName(uint32_t submeshIndex) const { return mParams->materialNames.buf[submeshIndex]; } // ApexResourceInterface methods void setListIndex(ResourceList& list, uint32_t index) { m_listIndex = index; m_list = &list; } uint32_t getListIndex() const { return m_listIndex; } /* Common data for all ApexRenderMeshAssets */ static AuthObjTypeID mObjTypeID; static const char* getClassName() { return RENDER_MESH_AUTHORING_TYPE_NAME; }; const NvParameterized::Interface* getAssetNvParameterized() const { return mParams; } /** * \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller. */ virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void) { NvParameterized::Interface* ret = mParams; mParams = NULL; release(); return ret; } NvParameterized::Interface* getDefaultActorDesc() { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; }; NvParameterized::Interface* getDefaultAssetPreviewDesc() { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; }; virtual Actor* createApexActor(const NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } virtual AssetPreview* createApexAssetPreview(const NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/) { APEX_INVALID_OPERATION("Not yet implemented!"); return NULL; } void setOpaqueMesh(UserOpaqueMesh* om) { mOpaqueMesh = om; } virtual UserOpaqueMesh* getOpaqueMesh(void) const { return mOpaqueMesh; } virtual bool isValidForActorCreation(const ::NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) const { return true; // TODO implement this method } virtual bool isDirty() const { return false; } protected: ApexRenderMeshAsset() {} // Nop constructor for use by RenderMeshAssetAuthoring void setSubmeshCount(uint32_t submeshCount); void createLocalData(); bool createFromParameters(RenderMeshAssetParameters* params); void updatePartBounds(); AuthObjTypeID mOwnerModuleID; RenderMeshAssetParameters* mParams; UserOpaqueMesh* mOpaqueMesh; // Name should not be serialized ApexSimpleString mName; // Local (not serialized) data Array mSubmeshes; Array mMaterialIDs; ResourceList mActorList; Array mRuntimeSubmeshData; Array mRuntimeCustomSubmeshData; friend class ApexRenderMeshActor; friend class RenderMeshAuthorableObject; }; } // namespace apex } // namespace nvidia #endif // APEX_RENDERMESH_ASSET_H