// // 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 ASSET_PREVIEW_SCENE_H #define ASSET_PREVIEW_SCENE_H /*! \file \brief classes Scene, SceneStats, SceneDesc */ #include "ApexDesc.h" #include "Renderable.h" #include "Context.h" #include "foundation/PxVec3.h" #include #if PX_PHYSICS_VERSION_MAJOR == 3 #include "PxFiltering.h" #endif namespace physx { class PxActor; class PxScene; class PxRenderBuffer; class PxCpuDispatcher; class PxGpuDispatcher; class PxTaskManager; class PxBaseTask; } namespace NvParameterized { class Interface; } namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief An APEX class for */ class AssetPreviewScene : public ApexInterface { public: /** \brief Sets the view matrix. Should be called whenever the view matrix needs to be updated. */ virtual void setCameraMatrix(const PxMat44& viewTransform) = 0; /** \brief Returns the view matrix set by the user for the given viewID. */ virtual PxMat44 getCameraMatrix() const = 0; /** \brief Sets whether the asset preview should simply show asset names or many other parameter values */ virtual void setShowFullInfo(bool showFullInfo) = 0; /** \brief Get the bool which determines whether the asset preview shows just asset names or parameter values */ virtual bool getShowFullInfo() const = 0; }; PX_POP_PACK } } // end namespace nvidia::apex #endif // ASSET_PREVIEW_SCENE_H