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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 RENDERABLE_H
#define RENDERABLE_H
/*!
\file
\brief class Renderable
*/
#include "RenderDataProvider.h"
namespace nvidia
{
namespace apex
{
class UserRenderer;
PX_PUSH_PACK_DEFAULT
/**
\brief Base class of any actor that can be rendered
*/
class Renderable : public RenderDataProvider
{
public:
/**
When called, this method will use the UserRenderer interface to render itself (if visible, etc)
by calling renderer.renderResource( RenderContext& ) as many times as necessary. See locking
semantics for RenderDataProvider::lockRenderResources().
*/
virtual void dispatchRenderResources(UserRenderer& renderer) = 0;
/**
Returns AABB covering rendered data. The actor's world bounds is updated each frame
during Scene::fetchResults(). This function does not require the Renderable actor to be locked.
*/
virtual PxBounds3 getBounds() const = 0;
};
PX_POP_PACK
}
} // end namespace nvidia::apex
#endif
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