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PhysX4.1/physx/samples/samplebase/RawLoader.h
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//
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// modification, are permitted provided that the following conditions
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// * Redistributions in binary form must reproduce the above copyright
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// 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
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// 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