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// 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 "BlastAssetModel.h"
#include "Renderer.h"
#include "BlastController.h"
#include "Utils.h"
#include "ResourceManager.h"
#include "NvBlastExtPxAsset.h"
#include <sstream>
#include <fstream>
#include "NvBlastExtExporter.h"
#include "PxPhysics.h"
#include <NvBlastGlobals.h>
#include "NvBlastExtAssetUtils.h"
#include "NvBlastExtPxAsset.h"
#include "NvBlastTkAsset.h"
#include "NvBlastExtSerialization.h"
#include "NvBlastExtLlSerialization.h"
#include "NvBlastExtTkSerialization.h"
#include "NvBlastExtPxSerialization.h"
#include "NvBlastExtAuthoring.h"
#include "NvBlastExtPxManager.h"
#include "NvBlastExtPxCollisionBuilder.h"
#include "PxCooking.h"
BlastAssetModel::BlastAssetModel(TkFramework& framework, PxPhysics& physics, PxCooking& cooking,
ExtSerialization& serialization, Renderer& renderer, const char* modelName)
: BlastAsset(renderer)
{
const float unitConversion = 1.f;
const NvcVec3 inputScale = { unitConversion, unitConversion, unitConversion };
ResourceManager& resourceManager = m_renderer.getResourceManager();
std::string path;
// load obj file
std::ostringstream objFileName;
objFileName << modelName << ".obj";
if (resourceManager.findFile(objFileName.str(), path))
{
m_model = BlastModel::loadFromFileTinyLoader(path.c_str());
if (!m_model)
{
ASSERT_PRINT(false, "obj load failed");
}
}
else // Obj is not found, try FBX
{
objFileName.clear();
objFileName.str("");
objFileName << modelName << ".fbx";
if (resourceManager.findFile(objFileName.str(), path))
{
m_model = BlastModel::loadFromFbxFile(path.c_str());
if (!m_model)
{
ASSERT_PRINT(false, "fbx load failed");
}
}
else
{
ASSERT_PRINT(false, "mesh file not found");
}
}
for (auto& chunk : m_model->chunks)
{
for (auto& mesh : chunk.meshes)
{
SimpleMesh& smesh = const_cast<SimpleMesh&>(mesh.mesh);
smesh.center *= unitConversion;
smesh.extents *= unitConversion;
for (auto& vertex : smesh.vertices)
{
vertex.position *= unitConversion;
}
}
}
// Physics Asset
// Read file into buffer
std::ostringstream blastFileName;
blastFileName << modelName << ".blast";
if (resourceManager.findFile(blastFileName.str(), path))
{
std::ifstream stream(path.c_str(), std::ios::binary);
std::streampos size = stream.tellg();
stream.seekg(0, std::ios::end);
size = stream.tellg() - size;
stream.seekg(0, std::ios::beg);
std::vector<char> buffer(size);
stream.read(buffer.data(), buffer.size());
stream.close();
uint32_t objectTypeID;
void* asset = serialization.deserializeFromBuffer(buffer.data(), buffer.size(), &objectTypeID);
if (asset == nullptr)
{
ASSERT_PRINT(asset != nullptr, "can't load .blast file.");
}
else if (objectTypeID == Nv::Blast::ExtPxObjectTypeID::Asset)
{
m_pxAsset = reinterpret_cast<ExtPxAsset*>(asset);
const TkAsset& tkAsset = m_pxAsset->getTkAsset();
NvBlastAsset* llasset = const_cast<NvBlastAsset*>(tkAsset.getAssetLL());
NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
ExtPxSubchunk* subchunks = const_cast<ExtPxSubchunk*>(m_pxAsset->getSubchunks());
for (uint32_t i = 0; i < m_pxAsset->getSubchunkCount(); ++i)
{
subchunks[i].geometry.scale.scale = PxVec3(unitConversion);
}
}
else
{
TkAsset* tkAsset = nullptr;
if (objectTypeID == Nv::Blast::TkObjectTypeID::Asset)
{
tkAsset = reinterpret_cast<TkAsset*>(asset);
NvBlastAsset* llasset = const_cast<NvBlastAsset*>(tkAsset->getAssetLL());
NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
}
else if (objectTypeID == Nv::Blast::LlObjectTypeID::Asset)
{
NvBlastAsset* llasset = reinterpret_cast<NvBlastAsset*>(asset);
NvBlastExtAssetTransformInPlace(llasset, &inputScale, nullptr, nullptr);
tkAsset = framework.createAsset(llasset, nullptr, 0, true);
}
else
{
ASSERT_PRINT(false, ".blast file contains unknown object.");
}
if (tkAsset != nullptr)
{
std::vector<ExtPxAssetDesc::ChunkDesc> physicsChunks;
std::vector<std::vector<ExtPxAssetDesc::SubchunkDesc> > physicsSubchunks;
/**
Try find FBX and check whether it contains collision geometry.
*/
objFileName.str("");
objFileName << modelName << ".fbx";
if (resourceManager.findFile(objFileName.str(), path))
{
std::shared_ptr<IFbxFileReader> rdr(NvBlastExtExporterCreateFbxFileReader(),
[](IFbxFileReader* p) { p->release(); });
rdr->loadFromFile(path.c_str());
if (rdr->isCollisionLoaded() == 0)
{
ASSERT_PRINT(false, "fbx doesn't contain collision geometry");
}
uint32_t* hullsOffsets = nullptr;
CollisionHull** hulls = nullptr;
uint32_t meshCount = rdr->getCollision(hullsOffsets, hulls);
physicsChunks.resize(meshCount);
physicsSubchunks.resize(meshCount);
std::shared_ptr<ExtPxCollisionBuilder> collisionBuilder(
ExtPxManager::createCollisionBuilder(physics, cooking),
[](Nv::Blast::ExtPxCollisionBuilder* cmb) { cmb->release(); });
for (uint32_t i = 0; i < meshCount; ++i)
{
for (uint32_t sbHulls = hullsOffsets[i]; sbHulls < hullsOffsets[i + 1]; ++sbHulls)
{
PxConvexMeshGeometry temp =
physx::PxConvexMeshGeometry(collisionBuilder.get()->buildConvexMesh(*hulls[sbHulls]));
if (temp.isValid())
{
physicsSubchunks[i].push_back(ExtPxAssetDesc::SubchunkDesc());
physicsSubchunks[i].back().geometry = temp;
physicsSubchunks[i].back().transform = physx::PxTransform(physx::PxIdentity);
}
}
}
for (uint32_t i = 0; i < meshCount; ++i)
{
physicsChunks[i].isStatic = false;
physicsChunks[i].subchunkCount = (uint32_t)physicsSubchunks[i].size();
physicsChunks[i].subchunks = physicsSubchunks[i].data();
}
if (hulls && hullsOffsets)
{
for (uint32_t h = 0; h < hullsOffsets[meshCount]; h++)
{
collisionBuilder->releaseCollisionHull(hulls[h]);
}
NVBLAST_FREE(hulls);
NVBLAST_FREE(hullsOffsets);
}
}
m_pxAsset = ExtPxAsset::create(tkAsset, physicsChunks.data(), (uint32_t)physicsChunks.size());
ASSERT_PRINT(m_pxAsset != nullptr, "can't create asset");
}
}
}
initialize();
}
BlastAssetModel::~BlastAssetModel()
{
m_pxAsset->release();
}
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