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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/blast/BlastModel.cpp
parentUpdating BlastTool zip (diff)
downloadarchived-blast-1.1.3_rc1.tar.xz
archived-blast-1.1.3_rc1.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/blast/BlastModel.cpp')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/blast/BlastModel.cpp504
1 files changed, 252 insertions, 252 deletions
diff --git a/samples/SampleBase/blast/BlastModel.cpp b/samples/SampleBase/blast/BlastModel.cpp
index 9871d29..e23749c 100644..100755
--- a/samples/SampleBase/blast/BlastModel.cpp
+++ b/samples/SampleBase/blast/BlastModel.cpp
@@ -1,252 +1,252 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "BlastModel.h"
-
-#define TINYOBJLOADER_IMPLEMENTATION
-#include "tiny_obj_loader.h"
-#include "NvBlastExtExporter.h"
-#include "NvBlastGlobals.h"
-
-using namespace physx;
-
-BlastModelPtr BlastModel::loadFromFbxFile(const char* path)
-{
- std::shared_ptr<BlastModel> model = std::shared_ptr<BlastModel>(new BlastModel());
-
-
- std::shared_ptr<Nv::Blast::IFbxFileReader> rdr(NvBlastExtExporterCreateFbxFileReader(), [](Nv::Blast::IFbxFileReader* p) {p->release(); });
- rdr->loadFromFile(path);
- if (rdr->getBoneCount() == 0)
- {
- return nullptr;
- }
-
- model->chunks.resize(rdr->getBoneCount());
-
- model->materials.push_back(BlastModel::Material());
-
-
- /**
- Produce buffers of appropriate for AssetViewer format
- */
- uint32_t* infl;
- rdr->getBoneInfluences(infl);
-
- std::vector<int32_t> indRemap(rdr->getVerticesCount(), -1);
- for (uint32_t i = 0; i < rdr->getBoneCount(); ++i)
- {
- std::fill(indRemap.begin(), indRemap.end(), -1);
- SimpleMesh cmesh;
- const uint32_t vertexCount = rdr->getVerticesCount();
- const auto normalsArray = rdr->getNormalsArray();
- const auto positionArray = rdr->getPositionArray();
- const auto uvArray = rdr->getUvArray();
-
- for (uint32_t j = 0; j < vertexCount; ++j)
- {
- if (i == infl[j])
- {
- indRemap[j] = (int32_t)cmesh.vertices.size();
- cmesh.vertices.push_back(SimpleMesh::Vertex());
- cmesh.vertices.back().normal = normalsArray[j];
- cmesh.vertices.back().position = positionArray[j];
- cmesh.vertices.back().uv = uvArray[j];
- }
- }
- const uint32_t indicesCount = rdr->getIndicesCount();
- const auto indexArray = rdr->getIndexArray();
- for (uint32_t j = 0; j < indicesCount; j += 3)
- {
- //Reverse the winding order
- for (int tv : { 2, 1, 0})
- {
- uint32_t oldIndex = indexArray[j + tv];
- int32_t newIndex = indRemap[oldIndex];
- if (newIndex >= 0)
- {
- cmesh.indices.push_back(newIndex);
- }
- }
- }
-
- model->chunks[i].meshes.push_back(Chunk::Mesh());
- model->chunks[i].meshes.back().materialIndex = 0;
- model->chunks[i].meshes.back().mesh = std::move(cmesh);
- }
- NVBLAST_FREE(infl);
- return model;
-}
-
-
-void loadMeshes(std::vector<BlastModel::Chunk::Mesh>& meshes, tinyobj::mesh_t mesh)
-{
- // Check if all faces are triangles
- bool allTriangles = true;
- for (uint32_t i = 0; i < mesh.num_vertices.size(); ++i)
- {
- if (mesh.num_vertices[i] != 3)
- {
- allTriangles = false;
- break;
- }
- }
- if (!allTriangles) return;
-
- std::map<int32_t, uint32_t> matIdToMesh;
- for (int32_t mt : mesh.material_ids)
- {
- auto it = matIdToMesh.find(mt);
- if (it == matIdToMesh.end())
- {
- meshes.push_back(BlastModel::Chunk::Mesh());
- matIdToMesh[mt] = uint32_t(meshes.size()) - 1;
- }
- }
-
- std::vector<SimpleMesh::Vertex> oldVertices(mesh.positions.size() / 3);
- std::vector<uint32_t> oldIndexToNew;
-
- for (uint32_t i = 0; i < oldVertices.size(); ++i)
- {
- oldVertices[i].position.x = mesh.positions[i * 3];
- oldVertices[i].position.y = mesh.positions[i * 3 + 1];
- oldVertices[i].position.z = mesh.positions[i * 3 + 2];
-
- oldVertices[i].normal.x = mesh.normals[i * 3];
- oldVertices[i].normal.y = mesh.normals[i * 3 + 1];
- oldVertices[i].normal.z = mesh.normals[i * 3 + 2];
-
- oldVertices[i].uv.x = mesh.texcoords[i * 2];
- oldVertices[i].uv.y = mesh.texcoords[i * 2 + 1];
- }
-
- for (auto matmapping : matIdToMesh)
- {
- int32_t mid = matmapping.first;
- auto sampleMesh = &meshes[matmapping.second];
- sampleMesh->materialIndex = (mid >= 0)? mid : 0;
- oldIndexToNew.assign(oldVertices.size(), -1);
-
- PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX);
- PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN);
-
-
- for (uint32_t i = 0; i < mesh.indices.size() / 3; i++)
- {
- if (mesh.material_ids[i] != mid) continue;
- for (int32_t vi = 2; vi >= 0; --vi)
- {
- int32_t idx = mesh.indices[i * 3 + vi];
- if (oldIndexToNew[idx] == -1)
- {
- oldIndexToNew[idx] = (uint32_t)sampleMesh->mesh.vertices.size();
- sampleMesh->mesh.vertices.push_back(oldVertices[idx]);
-
- emin = emin.minimum(sampleMesh->mesh.vertices.back().position);
- emax = emax.maximum(sampleMesh->mesh.vertices.back().position);
- }
- sampleMesh->mesh.indices.push_back(oldIndexToNew[idx]);
-
- // assign extents
- sampleMesh->mesh.extents = (emax - emin) * 0.5f;
-
- // get the center
- sampleMesh->mesh.center = emin + sampleMesh->mesh.extents;
- }
- }
- }
-}
-
-
-BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path)
-{
- std::shared_ptr<BlastModel> model = std::shared_ptr<BlastModel>(new BlastModel());
-
- std::vector<tinyobj::shape_t> shapes;
- std::vector<tinyobj::material_t> mats;
- std::string err;
- std::string mtlPath;
- for (size_t i = strnlen(path, 255) - 1; i >= 0; --i)
- {
- if (path[i] == '\\')
- {
- mtlPath.resize(i + 2, 0);
- strncpy(&mtlPath[0], path, i + 1);
- break;
- }
- }
-
-
- bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data());
-
- // can't load?
- if (!ret)
- return false;
-
- // one submodel per material
- uint32_t materialsCount = (uint32_t)mats.size();
- model->materials.resize(materialsCount);
-
- // fill submodel materials
- for (uint32_t i = 0; i < materialsCount; i++)
- {
- tinyobj::material_t *pMaterial = &mats[i];
-
- if (!pMaterial->diffuse_texname.empty())
- {
- model->materials[i].diffuseTexture = pMaterial->diffuse_texname;
- }
- }
-
- // estimate
- model->chunks.reserve(shapes.size() / materialsCount + 1);
-
- if (shapes.size() > 0)
- {
- uint32_t meshIndex = 0;
- for (uint32_t m = 0; m < shapes.size(); m++)
- {
- tinyobj::shape_t& pMesh = shapes[m];
- int32_t materialIndex = 0; // This is actually not set
- uint32_t chunkIndex;
- int32_t sc = sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex);
- if (sc == 0)
- {
- return nullptr;
- }
- if (model->chunks.size() <= chunkIndex)
- {
- model->chunks.resize(chunkIndex + 1);
- }
- loadMeshes(model->chunks.back().meshes, pMesh.mesh);
- }
- }
-
- return model;
-}
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "BlastModel.h"
+
+#define TINYOBJLOADER_IMPLEMENTATION
+#include "tiny_obj_loader.h"
+#include "NvBlastExtExporter.h"
+#include "NvBlastGlobals.h"
+
+using namespace physx;
+
+BlastModelPtr BlastModel::loadFromFbxFile(const char* path)
+{
+ std::shared_ptr<BlastModel> model = std::shared_ptr<BlastModel>(new BlastModel());
+
+
+ std::shared_ptr<Nv::Blast::IFbxFileReader> rdr(NvBlastExtExporterCreateFbxFileReader(), [](Nv::Blast::IFbxFileReader* p) {p->release(); });
+ rdr->loadFromFile(path);
+ if (rdr->getBoneCount() == 0)
+ {
+ return nullptr;
+ }
+
+ model->chunks.resize(rdr->getBoneCount());
+
+ model->materials.push_back(BlastModel::Material());
+
+
+ /**
+ Produce buffers of appropriate for AssetViewer format
+ */
+ uint32_t* infl;
+ rdr->getBoneInfluences(infl);
+
+ std::vector<int32_t> indRemap(rdr->getVerticesCount(), -1);
+ for (uint32_t i = 0; i < rdr->getBoneCount(); ++i)
+ {
+ std::fill(indRemap.begin(), indRemap.end(), -1);
+ SimpleMesh cmesh;
+ const uint32_t vertexCount = rdr->getVerticesCount();
+ const auto normalsArray = rdr->getNormalsArray();
+ const auto positionArray = rdr->getPositionArray();
+ const auto uvArray = rdr->getUvArray();
+
+ for (uint32_t j = 0; j < vertexCount; ++j)
+ {
+ if (i == infl[j])
+ {
+ indRemap[j] = (int32_t)cmesh.vertices.size();
+ cmesh.vertices.push_back(SimpleMesh::Vertex());
+ cmesh.vertices.back().normal = normalsArray[j];
+ cmesh.vertices.back().position = positionArray[j];
+ cmesh.vertices.back().uv = uvArray[j];
+ }
+ }
+ const uint32_t indicesCount = rdr->getIndicesCount();
+ const auto indexArray = rdr->getIndexArray();
+ for (uint32_t j = 0; j < indicesCount; j += 3)
+ {
+ //Reverse the winding order
+ for (int tv : { 2, 1, 0})
+ {
+ uint32_t oldIndex = indexArray[j + tv];
+ int32_t newIndex = indRemap[oldIndex];
+ if (newIndex >= 0)
+ {
+ cmesh.indices.push_back(newIndex);
+ }
+ }
+ }
+
+ model->chunks[i].meshes.push_back(Chunk::Mesh());
+ model->chunks[i].meshes.back().materialIndex = 0;
+ model->chunks[i].meshes.back().mesh = std::move(cmesh);
+ }
+ NVBLAST_FREE(infl);
+ return model;
+}
+
+
+void loadMeshes(std::vector<BlastModel::Chunk::Mesh>& meshes, tinyobj::mesh_t mesh)
+{
+ // Check if all faces are triangles
+ bool allTriangles = true;
+ for (uint32_t i = 0; i < mesh.num_vertices.size(); ++i)
+ {
+ if (mesh.num_vertices[i] != 3)
+ {
+ allTriangles = false;
+ break;
+ }
+ }
+ if (!allTriangles) return;
+
+ std::map<int32_t, uint32_t> matIdToMesh;
+ for (int32_t mt : mesh.material_ids)
+ {
+ auto it = matIdToMesh.find(mt);
+ if (it == matIdToMesh.end())
+ {
+ meshes.push_back(BlastModel::Chunk::Mesh());
+ matIdToMesh[mt] = uint32_t(meshes.size()) - 1;
+ }
+ }
+
+ std::vector<SimpleMesh::Vertex> oldVertices(mesh.positions.size() / 3);
+ std::vector<uint32_t> oldIndexToNew;
+
+ for (uint32_t i = 0; i < oldVertices.size(); ++i)
+ {
+ oldVertices[i].position.x = mesh.positions[i * 3];
+ oldVertices[i].position.y = mesh.positions[i * 3 + 1];
+ oldVertices[i].position.z = mesh.positions[i * 3 + 2];
+
+ oldVertices[i].normal.x = mesh.normals[i * 3];
+ oldVertices[i].normal.y = mesh.normals[i * 3 + 1];
+ oldVertices[i].normal.z = mesh.normals[i * 3 + 2];
+
+ oldVertices[i].uv.x = mesh.texcoords[i * 2];
+ oldVertices[i].uv.y = mesh.texcoords[i * 2 + 1];
+ }
+
+ for (auto matmapping : matIdToMesh)
+ {
+ int32_t mid = matmapping.first;
+ auto sampleMesh = &meshes[matmapping.second];
+ sampleMesh->materialIndex = (mid >= 0)? mid : 0;
+ oldIndexToNew.assign(oldVertices.size(), -1);
+
+ PxVec3 emin(FLT_MAX, FLT_MAX, FLT_MAX);
+ PxVec3 emax(FLT_MIN, FLT_MIN, FLT_MIN);
+
+
+ for (uint32_t i = 0; i < mesh.indices.size() / 3; i++)
+ {
+ if (mesh.material_ids[i] != mid) continue;
+ for (int32_t vi = 2; vi >= 0; --vi)
+ {
+ int32_t idx = mesh.indices[i * 3 + vi];
+ if (oldIndexToNew[idx] == -1)
+ {
+ oldIndexToNew[idx] = (uint32_t)sampleMesh->mesh.vertices.size();
+ sampleMesh->mesh.vertices.push_back(oldVertices[idx]);
+
+ emin = emin.minimum(sampleMesh->mesh.vertices.back().position);
+ emax = emax.maximum(sampleMesh->mesh.vertices.back().position);
+ }
+ sampleMesh->mesh.indices.push_back(oldIndexToNew[idx]);
+
+ // assign extents
+ sampleMesh->mesh.extents = (emax - emin) * 0.5f;
+
+ // get the center
+ sampleMesh->mesh.center = emin + sampleMesh->mesh.extents;
+ }
+ }
+ }
+}
+
+
+BlastModelPtr BlastModel::loadFromFileTinyLoader(const char* path)
+{
+ std::shared_ptr<BlastModel> model = std::shared_ptr<BlastModel>(new BlastModel());
+
+ std::vector<tinyobj::shape_t> shapes;
+ std::vector<tinyobj::material_t> mats;
+ std::string err;
+ std::string mtlPath;
+ for (size_t i = strnlen(path, 255) - 1; i >= 0; --i)
+ {
+ if (path[i] == '\\')
+ {
+ mtlPath.resize(i + 2, 0);
+ strncpy(&mtlPath[0], path, i + 1);
+ break;
+ }
+ }
+
+
+ bool ret = tinyobj::LoadObj(shapes, mats, err, path, mtlPath.data());
+
+ // can't load?
+ if (!ret)
+ return false;
+
+ // one submodel per material
+ uint32_t materialsCount = (uint32_t)mats.size();
+ model->materials.resize(materialsCount);
+
+ // fill submodel materials
+ for (uint32_t i = 0; i < materialsCount; i++)
+ {
+ tinyobj::material_t *pMaterial = &mats[i];
+
+ if (!pMaterial->diffuse_texname.empty())
+ {
+ model->materials[i].diffuseTexture = pMaterial->diffuse_texname;
+ }
+ }
+
+ // estimate
+ model->chunks.reserve(shapes.size() / materialsCount + 1);
+
+ if (shapes.size() > 0)
+ {
+ uint32_t meshIndex = 0;
+ for (uint32_t m = 0; m < shapes.size(); m++)
+ {
+ tinyobj::shape_t& pMesh = shapes[m];
+ int32_t materialIndex = 0; // This is actually not set
+ uint32_t chunkIndex;
+ int32_t sc = sscanf(pMesh.name.data(), "%d_%d", &chunkIndex, &materialIndex);
+ if (sc == 0)
+ {
+ return nullptr;
+ }
+ if (model->chunks.size() <= chunkIndex)
+ {
+ model->chunks.resize(chunkIndex + 1);
+ }
+ loadMeshes(model->chunks.back().meshes, pMesh.mesh);
+ }
+ }
+
+ return model;
+}