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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 ASSET_PREVIEW_SCENE_H
#define ASSET_PREVIEW_SCENE_H
/*!
\file
\brief classes Scene, SceneStats, SceneDesc
*/
#include "ApexDesc.h"
#include "Renderable.h"
#include "Context.h"
#include "foundation/PxVec3.h"
#include <ApexDefs.h>
#if PX_PHYSICS_VERSION_MAJOR == 3
#include "PxFiltering.h"
#endif
namespace physx
{
class PxActor;
class PxScene;
class PxRenderBuffer;
class PxCpuDispatcher;
class PxGpuDispatcher;
class PxTaskManager;
class PxBaseTask;
}
namespace NvParameterized
{
class Interface;
}
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
/**
\brief An APEX class for
*/
class AssetPreviewScene : public ApexInterface
{
public:
/**
\brief Sets the view matrix. Should be called whenever the view matrix needs to be updated.
*/
virtual void setCameraMatrix(const PxMat44& viewTransform) = 0;
/**
\brief Returns the view matrix set by the user for the given viewID.
*/
virtual PxMat44 getCameraMatrix() const = 0;
/**
\brief Sets whether the asset preview should simply show asset names or many other parameter values
*/
virtual void setShowFullInfo(bool showFullInfo) = 0;
/**
\brief Get the bool which determines whether the asset preview shows just asset names or parameter values
*/
virtual bool getShowFullInfo() const = 0;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif // ASSET_PREVIEW_SCENE_H
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