// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef RAW_LOADER_H #define RAW_LOADER_H #include "SampleAllocator.h" #include "foundation/PxTransform.h" namespace SampleRenderer { class RendererColor; } class RAWObject : public SampleAllocateable { public: RAWObject(); const char* mName; PxTransform mTransform; }; class RAWTexture : public RAWObject { public: RAWTexture(); PxU32 mID; PxU32 mWidth; PxU32 mHeight; bool mHasAlpha; const SampleRenderer::RendererColor* mPixels; }; class RAWMesh : public RAWObject { public: RAWMesh(); PxU32 mNbVerts; PxU32 mNbFaces; PxU32 mMaterialID; const PxVec3* mVerts; const PxVec3* mVertexNormals; const PxVec3* mVertexColors; const PxReal* mUVs; const PxU32* mIndices; }; class RAWShape : public RAWObject { public: RAWShape(); PxU32 mNbVerts; const PxVec3* mVerts; }; class RAWHelper : public RAWObject { public: RAWHelper(); }; class RAWMaterial : public SampleAllocateable { public: RAWMaterial(); PxU32 mID; PxU32 mDiffuseID; PxReal mOpacity; PxVec3 mAmbientColor; PxVec3 mDiffuseColor; PxVec3 mSpecularColor; bool mDoubleSided; }; class RAWImportCallback { public: virtual ~RAWImportCallback() {} virtual void newMaterial(const RAWMaterial&) = 0; virtual void newMesh(const RAWMesh&) = 0; virtual void newShape(const RAWShape&) = 0; virtual void newHelper(const RAWHelper&) = 0; virtual void newTexture(const RAWTexture&) = 0; }; bool loadRAWfile(const char* filename, RAWImportCallback& cb, PxReal scale); #endif