APEX Framework: RenderMeshActorDesc.h Source File

NVIDIA APEX

RenderMeshActorDesc.h
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00001 /*
00002  * Copyright (c) 2008-2017, NVIDIA CORPORATION.  All rights reserved.
00003  *
00004  * NVIDIA CORPORATION and its licensors retain all intellectual property
00005  * and proprietary rights in and to this software, related documentation
00006  * and any modifications thereto.  Any use, reproduction, disclosure or
00007  * distribution of this software and related documentation without an express
00008  * license agreement from NVIDIA CORPORATION is strictly prohibited.
00009  */
00010 
00011 
00012 #ifndef RENDER_MESH_ACTOR_DESC_H
00013 #define RENDER_MESH_ACTOR_DESC_H
00014 
00020 #include "ApexDesc.h"
00021 #include "UserRenderResourceManager.h"
00022 
00023 namespace nvidia
00024 {
00025 namespace apex
00026 {
00027 
00028 PX_PUSH_PACK_DEFAULT
00029 
00033 class RenderMeshActorDesc : public ApexDesc
00034 {
00035 public:
00036 
00040     PX_INLINE RenderMeshActorDesc()
00041     {
00042         setToDefault();
00043     }
00044 
00048     PX_INLINE void setToDefault()
00049     {
00050         visible = true;
00051         bufferVisibility = false;
00052         keepVisibleBonesPacked = false;
00053         renderWithoutSkinning = false;
00054         forceFallbackSkinning = false;
00055         maxInstanceCount = 0;
00056         indexBufferHint = RenderBufferHint::STATIC;
00057         overrideMaterials = NULL;
00058         overrideMaterialCount = 0;
00059         keepPreviousFrameBoneBuffer = false;
00060         forceBoneIndexChannel = false;
00061     }
00062 
00067     PX_INLINE bool isValid() const
00068     {
00069         if (overrideMaterialCount != 0 && overrideMaterials == NULL)
00070         {
00071             return false;
00072         }
00073         return ApexDesc::isValid();
00074     }
00075 
00079     bool                        visible;
00080 
00085     bool                        bufferVisibility;
00086 
00096     bool                        keepVisibleBonesPacked;
00097 
00104     bool                        renderWithoutSkinning;
00105 
00112     bool                        forceFallbackSkinning;
00113 
00118     uint32_t                    maxInstanceCount;
00119 
00124     RenderBufferHint::Enum      indexBufferHint;
00125 
00130     const char**                overrideMaterials;
00131 
00139     uint32_t                    overrideMaterialCount;
00140 
00145     bool                        keepPreviousFrameBoneBuffer;
00146 
00150     bool                        forceBoneIndexChannel;
00151 };
00152 
00153 PX_POP_PACK
00154 
00155 }
00156 } // end namespace nvidia::apex
00157 
00158 #endif // RENDER_MESH_ACTOR_DESC_H

Generated on Fri Dec 15 2017 13:58:35
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