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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_PREVIEW_SCENE_H
#define APEX_ASSET_PREVIEW_SCENE_H
#include "Apex.h"
#include "ApexResource.h"
#include "PsUserAllocated.h"
#include "ApexSDKImpl.h"
#include "AssetPreviewScene.h"
#include "ModuleIntl.h"
#include "ApexContext.h"
#include "PsMutex.h"
#if PX_PHYSICS_VERSION_MAJOR == 3
#include "PxScene.h"
#include "PxRenderBuffer.h"
#endif
#include "ApexSceneUserNotify.h"
#include "PsSync.h"
#include "PxTask.h"
#include "PxTaskManager.h"
#include "ApexGroupsFiltering.h"
#include "ApexRWLockable.h"
namespace nvidia
{
namespace apex
{
class ApexAssetPreviewScene : public AssetPreviewScene, public ApexRWLockable, public UserAllocated
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
ApexAssetPreviewScene(ApexSDKImpl* sdk);
virtual ~ApexAssetPreviewScene() {}
//Sets the view matrix. Should be called whenever the view matrix needs to be updated.
virtual void setCameraMatrix(const PxMat44& viewTransform);
//Returns the view matrix set by the user for the given viewID.
virtual PxMat44 getCameraMatrix() const;
virtual void setShowFullInfo(bool showFullInfo);
virtual bool getShowFullInfo() const;
virtual void release();
void destroy();
private:
ApexSDKImpl* mApexSDK;
PxMat44 mCameraMatrix; // the pose for the preview rendering
bool mShowFullInfo;
};
}
} // end namespace nvidia::apex
#endif // APEX_ASSET_PREVIEW_SCENE_H
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