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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 SAMPLE_APEX_RESOURCE_CALLBACK_H
#define SAMPLE_APEX_RESOURCE_CALLBACK_H
#include <ApexDefs.h>
#include <ApexSDK.h>
#include <PxFiltering.h>
#include <ResourceCallback.h>
#include <PxFileBuf.h>
#include "Find.h"
#include <SampleAsset.h>
#include <vector>
#pragma warning(push)
#pragma warning(disable:4512)
class FilterBits; // forward reference the filter bits class
namespace nvidia
{
namespace apex
{
class ApexSDK;
#if APEX_USE_PARTICLES
class ModuleParticles;
#endif
}
}
namespace SampleRenderer
{
class Renderer;
}
namespace SampleFramework
{
class SampleAssetManager;
}
// TODO: DISABLE ME!!!
#define WORK_AROUND_BROKEN_ASSET_PATHS 1
enum SampleAssetFileType
{
XML_ASSET,
BIN_ASSET,
ANY_ASSET,
};
class SampleApexResourceCallback : public nvidia::apex::ResourceCallback
{
public:
SampleApexResourceCallback(SampleRenderer::Renderer& renderer, SampleFramework::SampleAssetManager& assetManager);
virtual ~SampleApexResourceCallback(void);
void addResourceSearchPath(const char* path);
void removeResourceSearchPath(const char* path);
void clearResourceSearchPaths();
void registerSimulationFilterData(const char* name, const physx::PxFilterData& simulationFilterData);
void registerPhysicalMaterial(const char* name, physx::PxMaterialTableIndex physicalMaterial);
void registerGroupsMask64(const char* name, nvidia::apex::GroupsMask64& groupsMask);
void setApexSupport(nvidia::apex::ApexSDK& apexSDK);
physx::PxFileBuf* findApexAsset(const char* assetName);
void findFiles(const char* dir, nvidia::apex::FileHandler& handler);
void setAssetPreference(SampleAssetFileType pref)
{
m_assetPreference = pref;
}
static bool xmlFileExtension(const char* assetName);
static const char* getFileExtension(const char* assetName);
private:
SampleFramework::SampleAsset* findSampleAsset(const char* assetName, SampleFramework::SampleAsset::Type type);
#if WORK_AROUND_BROKEN_ASSET_PATHS
const char* mapHackyPath(const char* path);
#endif
public:
virtual void* requestResource(const char* nameSpace, const char* name);
virtual void releaseResource(const char* nameSpace, const char* name, void* resource);
bool doesFileExist(const char* filename, const char* ext);
bool doesFileExist(const char* filename);
bool isFileReadable(const char* fullPath);
protected:
SampleRenderer::Renderer& m_renderer;
SampleFramework::SampleAssetManager& m_assetManager;
std::vector<char*> m_searchPaths;
std::vector<physx::PxFilterData> m_FilterDatas;
FilterBits *m_FilterBits;
std::vector<nvidia::apex::GroupsMask64> m_nxGroupsMask64s;
#if APEX_USE_PARTICLES
nvidia::apex::ModuleParticles* mModuleParticles;
#endif
nvidia::apex::ApexSDK* m_apexSDK;
uint32_t m_numGets;
SampleAssetFileType m_assetPreference;
};
#pragma warning(pop)
#endif // SAMPLE_APEX_RESOURCE_CALLBACK_H
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