// // 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) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef RAW_LOADER_H #define RAW_LOADER_H #include "SampleAllocator.h" #include "foundation/PxTransform.h" namespace SampleRenderer { class RendererColor; } class RAWObject : public SampleAllocateable { public: RAWObject(); const char* mName; PxTransform mTransform; }; class RAWTexture : public RAWObject { public: RAWTexture(); PxU32 mID; PxU32 mWidth; PxU32 mHeight; bool mHasAlpha; const SampleRenderer::RendererColor* mPixels; }; class RAWMesh : public RAWObject { public: RAWMesh(); PxU32 mNbVerts; PxU32 mNbFaces; PxU32 mMaterialID; const PxVec3* mVerts; const PxVec3* mVertexNormals; const PxVec3* mVertexColors; const PxReal* mUVs; const PxU32* mIndices; }; class RAWShape : public RAWObject { public: RAWShape(); PxU32 mNbVerts; const PxVec3* mVerts; }; class RAWHelper : public RAWObject { public: RAWHelper(); }; class RAWMaterial : public SampleAllocateable { public: RAWMaterial(); PxU32 mID; PxU32 mDiffuseID; PxReal mOpacity; PxVec3 mAmbientColor; PxVec3 mDiffuseColor; PxVec3 mSpecularColor; bool mDoubleSided; }; class RAWImportCallback { public: virtual ~RAWImportCallback() {} virtual void newMaterial(const RAWMaterial&) = 0; virtual void newMesh(const RAWMesh&) = 0; virtual void newShape(const RAWShape&) = 0; virtual void newHelper(const RAWHelper&) = 0; virtual void newTexture(const RAWTexture&) = 0; }; bool loadRAWfile(const char* filename, RAWImportCallback& cb, PxReal scale); #endif