// // 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 RENDERABLE_H #define RENDERABLE_H /*! \file \brief class Renderable */ #include "RenderDataProvider.h" namespace nvidia { namespace apex { class UserRenderer; PX_PUSH_PACK_DEFAULT /** \brief Base class of any actor that can be rendered */ class Renderable : public RenderDataProvider { public: /** When called, this method will use the UserRenderer interface to render itself (if visible, etc) by calling renderer.renderResource( RenderContext& ) as many times as necessary. See locking semantics for RenderDataProvider::lockRenderResources(). */ virtual void dispatchRenderResources(UserRenderer& renderer) = 0; /** Returns AABB covering rendered data. The actor's world bounds is updated each frame during Scene::fetchResults(). This function does not require the Renderable actor to be locked. */ virtual PxBounds3 getBounds() const = 0; }; PX_POP_PACK } } // end namespace nvidia::apex #endif