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//
// 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 APEX_ASSET_TRACKER_H
#define APEX_ASSET_TRACKER_H
#include "ApexString.h"
#include "ApexSDKIntl.h"
#include "ResourceProviderIntl.h"
#include "PsArray.h"
namespace nvidia
{
namespace apex
{
class IosAsset;
/* There are a couple confusing details here:
* 1. If you are tracking particle system or material assets, use an *authoringTypeName*
* of "".
* 2. When loading, this class checks first if the *authoringTypeName* == "" [A], it will
* then check the nameIdList.assetTypeName == "" [B]
* If A && B, use particle system namespace defined in B
* If A && !B, use material namespace
* If !A && B, use namespace specified in constructor
*/
class ApexAssetTracker
{
public:
ApexAssetTracker() : mSdk(0) {}
ApexAssetTracker(ApexSDKIntl* sdk, const char* authoringTypeName)
: mAuthoringTypeName(authoringTypeName),
mSdk(sdk)
{}
ApexAssetTracker(ApexSDKIntl* sdk)
: mAuthoringTypeName(""),
mSdk(sdk)
{}
~ApexAssetTracker();
IosAsset* getIosAssetFromName(const char* iosTypeName, const char* assetName);
Asset* getAssetFromName(const char* assetName);
Asset* getMeshAssetFromName(const char* assetName, bool isOpaqueMesh);
bool addAssetName(const char* assetName, bool isOpaqueMesh);
bool addAssetName(const char* iosTypeName, const char* assetName);
void removeAllAssetNames();
ResID getResourceIdFromName(const char* assetName, bool isOpaqueMesh);
uint32_t forceLoadAssets();
/* one function must be implemented to fill in the name to id mappin lists */
//virtual void initializeAssetNameTable() = 0;
physx::Array<AssetNameIDMapping*>& getNameIdList()
{
return mNameIdList;
}
ApexSimpleString mAuthoringTypeName;
ApexSDKIntl* mSdk;
physx::Array<AssetNameIDMapping*> mNameIdList;
};
}
} // end namespace nvidia::apex
#endif // APEX_ASSET_TRACKER_H
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