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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.
*/
#include "RTdef.h"
#if RT_COMPILE
#ifndef MESH
#define MESH
#include <PxVec3.h>
#include <PsArray.h>
#include <PsAllocator.h>
#include "MeshBase.h"
namespace nvidia
{
namespace apex
{
class RenderMeshAsset;
}
}
namespace nvidia
{
namespace fracture
{
using namespace ::nvidia::shdfnd;
class Mesh : public base::Mesh
{
public:
void loadFromRenderMesh(const apex::RenderMeshAsset& mesh, uint32_t partIndex);
protected:
static void gatherPartMesh(Array<PxVec3>& vertices, Array<uint32_t>& indices, Array<PxVec3>& normals,
Array<PxVec2>& texcoords, nvidia::Array<SubMesh>& subMeshes, const apex::RenderMeshAsset& renderMeshAsset, uint32_t partIndex);
};
}
}
#endif
#endif
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