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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 __EMITTER_ASSET_PREVIEW_H__
#define __EMITTER_ASSET_PREVIEW_H__
#include "ApexPreview.h"
#include "ApexSDKIntl.h"
#include "EmitterPreview.h"
#include "RenderDebugInterface.h"
#include "EmitterAssetImpl.h"
#include "ApexRWLockable.h"
namespace nvidia
{
namespace emitter
{
class EmitterAssetPreview : public EmitterPreview, public ApexResource, public ApexPreview, public ApexRWLockable
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
EmitterAssetPreview(const EmitterPreviewDesc& pdesc, const EmitterAssetImpl& asset, AssetPreviewScene* previewScene, ApexSDK* myApexSDK);
bool isValid() const;
void drawEmitterPreview(void);
void drawPreviewAssetInfo(void);
void drawInfoLine(uint32_t lineNum, const char* str);
void destroy();
void setPose(const PxMat44& pose); // Sets the preview instance's pose. This may include scaling.
const PxMat44 getPose() const;
// from RenderDataProvider
void lockRenderResources(void);
void unlockRenderResources(void);
void updateRenderResources(bool rewriteBuffers = false, void* userRenderData = 0);
// from Renderable.h
void dispatchRenderResources(UserRenderer& renderer);
PxBounds3 getBounds(void) const;
// from ApexResource.h
void release(void);
private:
~EmitterAssetPreview();
void toggleDrawPreview();
void setDrawGroupsPose();
AuthObjTypeID mModuleID; // the module ID of Emitter.
ApexSDK* mApexSDK; // pointer to the APEX SDK
RenderDebugInterface* mApexRenderDebug; // Pointer to the RenderLines class to draw the
PxMat44 mPose; // the pose for the preview rendering
float mScale;
const EmitterAssetImpl* mAsset;
int32_t mGroupID;
AssetPreviewScene* mPreviewScene;
void setScale(float scale);
};
}
} // end namespace nvidia
#endif // __EMITTER_ASSET_PREVIEW_H__
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