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/*
* 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 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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