/* * 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 SAMPLE_APEX_RESOURCE_CALLBACK_H #define SAMPLE_APEX_RESOURCE_CALLBACK_H #include #include #include #include #include #include "Find.h" #include #include #pragma warning(push) #pragma warning(disable:4512) class FilterBits; // forward reference the filter bits class namespace nvidia { namespace apex { class ApexSDK; #if APEX_USE_PARTICLES class ModuleParticles; #endif } } namespace SampleRenderer { class Renderer; } namespace SampleFramework { class SampleAssetManager; } // TODO: DISABLE ME!!! #define WORK_AROUND_BROKEN_ASSET_PATHS 1 enum SampleAssetFileType { XML_ASSET, BIN_ASSET, ANY_ASSET, }; class SampleApexResourceCallback : public nvidia::apex::ResourceCallback { public: SampleApexResourceCallback(SampleRenderer::Renderer& renderer, SampleFramework::SampleAssetManager& assetManager); virtual ~SampleApexResourceCallback(void); void addResourceSearchPath(const char* path); void removeResourceSearchPath(const char* path); void clearResourceSearchPaths(); void registerSimulationFilterData(const char* name, const physx::PxFilterData& simulationFilterData); void registerPhysicalMaterial(const char* name, physx::PxMaterialTableIndex physicalMaterial); void registerGroupsMask64(const char* name, nvidia::apex::GroupsMask64& groupsMask); void setApexSupport(nvidia::apex::ApexSDK& apexSDK); physx::PxFileBuf* findApexAsset(const char* assetName); void findFiles(const char* dir, nvidia::apex::FileHandler& handler); void setAssetPreference(SampleAssetFileType pref) { m_assetPreference = pref; } static bool xmlFileExtension(const char* assetName); static const char* getFileExtension(const char* assetName); private: SampleFramework::SampleAsset* findSampleAsset(const char* assetName, SampleFramework::SampleAsset::Type type); #if WORK_AROUND_BROKEN_ASSET_PATHS const char* mapHackyPath(const char* path); #endif public: virtual void* requestResource(const char* nameSpace, const char* name); virtual void releaseResource(const char* nameSpace, const char* name, void* resource); bool doesFileExist(const char* filename, const char* ext); bool doesFileExist(const char* filename); bool isFileReadable(const char* fullPath); protected: SampleRenderer::Renderer& m_renderer; SampleFramework::SampleAssetManager& m_assetManager; std::vector m_searchPaths; std::vector m_FilterDatas; FilterBits *m_FilterBits; std::vector m_nxGroupsMask64s; #if APEX_USE_PARTICLES nvidia::apex::ModuleParticles* mModuleParticles; #endif nvidia::apex::ApexSDK* m_apexSDK; uint32_t m_numGets; SampleAssetFileType m_assetPreference; }; #pragma warning(pop) #endif // SAMPLE_APEX_RESOURCE_CALLBACK_H