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authorBryan Galdrikian <[email protected]>2017-08-28 13:55:34 -0700
committerBryan Galdrikian <[email protected]>2017-08-28 13:55:34 -0700
commit1e887d827e65a084a0ad0ba933c61a8330aeee07 (patch)
tree1e2aab418dadd37f5dc0aae4d8b00e81d909fd24 /docs/_source
parentRemoving ArtistTools and CurveEditor projects (diff)
downloadblast-1e887d827e65a084a0ad0ba933c61a8330aeee07.tar.xz
blast-1e887d827e65a084a0ad0ba933c61a8330aeee07.zip
Candidate 1.1 release.
* SampleAssetViewer now unconditionally loads the commandline-defined asset. * Better error handling in AuthoringTool (stderr and user error handler). * More consistent commandline switches in AuthoringTool and ApexImporter (--ll, --tx, --px flags). * NvBlastExtAuthoring ** Mesh cleaner, tries to remove self intersections and open edges in the interior of a mesh. ** Ability to set interior material to existing (external) material, or a new material id. ** Material ID remapping API. ** Rotation of voronoi cells used for fracturing. * Fixed smoothing groups in FBX exporter code. * Impulse passing from parent to child chunks fixed. * Reading unskinned fbx meshes correctly. * Collision hull generation from fbx meshes fixed. * Win32/64 PerfTest crash fix.
Diffstat (limited to 'docs/_source')
-rw-r--r--docs/_source/apex_importer.txt55
-rw-r--r--docs/_source/authoring_tool.txt102
-rw-r--r--docs/_source/sample_asset_viewer.txt15
3 files changed, 111 insertions, 61 deletions
diff --git a/docs/_source/apex_importer.txt b/docs/_source/apex_importer.txt
index 4b9fd08..f80eb57 100644
--- a/docs/_source/apex_importer.txt
+++ b/docs/_source/apex_importer.txt
@@ -11,24 +11,35 @@ A bond is not created if the area of interface is zero. The interface centroid
Note - for Blast&tm; to operate with satisfactory fracturing behavior, it does not require exact area, centroid, and normal values for Bonds.
-Along with creating a Blast&tm; asset, ApexImporter creates an *.obj or *.fbx file with description of chunk render geometry. Blast&tm; asset data can be saved to *.llasset, *.tkasset or *.bpxa format. BPXA asset contains collision geometry and can be used in \ref pagesampleassetviewer.
+Along with creating a Blast&tm; asset (*.blast), ApexImporter creates an *.obj or *.fbx file with description of chunk render geometry. Optionally the *.fbx file can store the collision geometry.
+
+Blast&tm; asset data can be saved in different ways:
+
+1) LL-asset which is Low Level asset data (NvBlastAsset with --ll).
+
+2) Tk-asset which is Toolkit asset data (Nv::Blast::TkAsset with --tk).
+
+3) ExtPx-asset which incorporates Blast&tm; data and collision geometry for physics engine (Nv::Blast::ExtPxAsset with --px). Default mode.
+
+ExtPxAsset assets or *.fbx files that contain collision geometry and can be used in \ref pagesampleassetviewer.
\verbatim
USAGE:
- ApexImporter -f <infile> -n <output asset name>
- [--fbx] [--obj][--fbxascii] [--ue4] [--ll] [--tk]
- [--bpxa] [-d] [-m <0 - EXACT, 1 - FORCED>]
- [-o <output directory>] [--] [--version] [-h]
+ ApexImporter [--nonskinned] [--fbxcollision] [--fbx] [--obj]
+ [--fbxascii] [--ll] [--tk] [--px] [-d] [-m <0 -
+ EXACT, 1 - FORCED, for detailed description see
+ docs.>] -n <output asset name> [-o <output
+ directory>] -f <infile> [--] [--version] [-h]
-Where:
+Where:
- -f <infile>, --file <infile>
- (required) File to load
+ --nonskinned
+ Output a non-skinned FBX file
- -n <output asset name>, --outAssetName <output asset name>
- (required) Output asset name
+ --fbxcollision
+ Append collision geometry to FBX file
--fbx
Output a FBX mesh to the output directory
@@ -39,26 +50,30 @@ Where:
--fbxascii
Output FBX as an ascii file (defaults to binary output)
- --ue4
- Output FBX with UE4 coordinate system
-
--ll
- Output LL Blast asset to the output directory (ext: llasset)
+ Output LL Blast asset to the output directory
--tk
- Output TkAsset to the output directory (ext: tkasset)
+ Output TkAsset to the output directory
- --bpxa
- Output ExtPxAsset to the output directory (ext: bpxa)
+ --px
+ Output ExtPxAsset to the output directory
-d, --debug
Print debug output
- -m <0 - EXACT, 1 - FORCED>, --mode <0 - EXACT, 1 - FORCED>,
+ -m <0 - EXACT, 1 - FORCED, for detailed description see docs.>, --mode
+ <0 - EXACT, 1 - FORCED, for detailed description see docs.>
Interface search mode
+ -n <output asset name>, --outAssetName <output asset name>
+ (required) Output asset name
+
-o <output directory>, --outputDir <output directory>
- Result output directory. If is not specified, result will be saved to folder with input file.
+ Output directory
+
+ -f <infile>, --file <infile>
+ (required) File to load
--, --ignore_rest
Ignores the rest of the labeled arguments following this flag.
@@ -68,7 +83,7 @@ Where:
-h, --help
Displays usage information and exits.
-
+
\endverbatim
<br>
diff --git a/docs/_source/authoring_tool.txt b/docs/_source/authoring_tool.txt
index 1ff1a33..de780ff 100644
--- a/docs/_source/authoring_tool.txt
+++ b/docs/_source/authoring_tool.txt
@@ -2,53 +2,44 @@
The application <b>AuthoringTool</b> is a command-line asset authoring utility. It reads a file containing a single graphics mesh
(currently .fbx and .obj format are supported in this tool), and fractures it according to the parameters given in the command line.
-The user can configure the output of the tool. It can save render mesh geometry to .fbx or .obj files.
+The user can configure the output of the tool. It can save render mesh geometry to .fbx or .obj files. It also optionally could save
+collision geometry in the same .fbx file.
-Additionally, the user can choose how Blast&tm; data should be saved:
+Additionally, the user can choose how Blast&tm; data should be saved (in .blast file):
- 1) BPXA-asset which incorporates Blast&tm; data and collision geometry for physics engine.
+ 1) LL-asset which is Low Level asset data (NvBlastAsset). Default mode.
- 2) LL-asset which is Low Level asset data
+ 2) Tk-asset which is Toolkit asset data (Nv::Blast::TkAsset).
- 3) Tk-asset which is Toolkit asset data
+ 3) ExtPx-asset which incorporates Blast&tm; data and collision geometry for physics engine (Nv::Blast::ExtPxAsset).
-BPXA and .obj files may be consumed by the \ref pagesampleassetviewer.
+.blast and .obj files may be consumed by the \ref pagesampleassetviewer.
\verbatim
-USAGE:
- AuthoringTool <infile> <output asset name> [--ovar <by default 0.0>] [--avar <by default 0.0>] [--slices <by default 1 1 1>] [--radius <by default 1.0>]
- [--clusters <by default 5>][--cells <by default 5>] [--mode <v - voronoi, c - clustered voronoi, s - slicing.>]
- [--block] [--proto]
- [--fbx] [--obj] [--fbxascii]
- [--ue4] [--ll] [--tk] [--bpxa]
- [--outputDir <by default directory of the input file>] [--]
- [--version] [-h]
+USAGE:
-Where:
+ AuthoringTool_x64.exe [--ovar <by default
+ 0.0>] [--avar <by default 0.0>]
+ [--slices <by default 1 1 1>]
+ [--radius <by default 1.0>]
+ [--clusters <by default 5>]
+ [--cells <by default 5>] [--mode <v
+ - voronoi, c - clustered voronoi, s
+ - slicing.>] [--nonskinned]
+ [--fbxcollision] [--fbx] [--obj]
+ [--fbxascii] [--tk] [--px]
+ [--clean] [--outputDir <by default
+ directory of the input file>] [--]
+ [--version] [-h] <infile> <output
+ asset name>
- Blast data output mode:
- --bpxa output BPXA asset
- --tk output Toolkit asset
- --ll output Low Level asset
+Where:
- Blast data serialization mode:
-
- --block - Serialize Blast asset as continuous block of memory
- --proto - Serialize Blast asset with CapnProto
-
- Render mesh geometry output mode:
-
- --fbx Output render mesh to .fbx file
- --obj Output render mesh to .obj file
-
-
- --ue4 Enable output FBX with UE4 coordinate system
-
--ovar <by default 0.0>
Slicing offset variation
@@ -58,6 +49,9 @@ Where:
--slices <by default 1 1 1>
Number of slices per direction
+ --radius <by default 1.0>
+ Clustered Voronoi cluster radius
+
--clusters <by default 5>
Uniform Voronoi cluster count
@@ -66,13 +60,35 @@ Where:
--mode <v - voronoi, c - clustered voronoi, s - slicing.>
Fracturing mode
-
- --radius <by default 0.5>
- Cluster radius for clustered Voronoi fracturing mode.
- --outputDir <output directory>
- Result output directory. If is not specified, result will be saved to folder with input file.
+ --nonskinned
+ Output a non-skinned FBX file
+
+ --fbxcollision
+ Add collision geometry to FBX file
+
+ --fbx
+ Output a FBX mesh to the output directory
+
+ --obj
+ Output a OBJ mesh to the output directory
+
+ --fbxascii
+ Output FBX as an ascii file (defaults to binary output)
+
+ --tk
+ Output TkAsset to the .blast file in the output directory instead of
+ LL Blast asset (NvBlastAsset).
+
+ --px
+ Output ExtPxAsset to the .blast file in the output directory instead
+ of LL Blast asset (NvBlastAsset).
+ --clean
+ Try cleaning mesh before fracturing
+
+ --outputDir <by default directory of the input file>
+ Output directory
--, --ignore_rest
Ignores the rest of the labeled arguments following this flag.
@@ -83,6 +99,18 @@ Where:
-h, --help
Displays usage information and exits.
+ <infile>
+ (required) File to load
+
+ <output asset name>
+ (required) Output asset name
+
+
+ Blast SDK: Authoring Tool
+
+
+
+
\endverbatim
<br>
diff --git a/docs/_source/sample_asset_viewer.txt b/docs/_source/sample_asset_viewer.txt
index d4be09b..e1bcaf2 100644
--- a/docs/_source/sample_asset_viewer.txt
+++ b/docs/_source/sample_asset_viewer.txt
@@ -2,17 +2,24 @@
The windows-specific <b>bin</b> subfolders contain the application SampleAssetViewer.exe.
-This application can load model file sets (.blast, .obj, .collision) that are generated by the \ref pageimporter or \ref pageauthoring tools.
+This application can load model file sets that are generated by the \ref pageimporter or \ref pageauthoring tools. A valid file set for this sample is one of the following:
+
+-# An ExtPxAsset file and a graphics file:
+ - .blast file: contains the Nv::Blast::ExtPxAsset which stores collision hulls in addition to Blast data. Here you must use the --px option in when exporting from \ref pageimporter or \ref pageauthoring.
+ - .obj or .fbx file: stores the graphics data.
+-# An NvBlastAsset or TkAsset file, and a graphics + collision file:
+ - .blast file: contains an NvBlastAsset or Nv::Blast::TkAsset (use the --ll or --tk option, respectively, when exporting from \ref pageimporter or \ref pageauthoring).
+ - .fbx file: stores the graphics data along with embedded collision data. Here you must use the --fbxcollision option when exporting from \ref pageimporter or \ref pageauthoring to embed collision information.
\section assetviewer_file_load Loading a Destructible Model
-To load a specific file set, make sure the .blast, .obj, and .collision files all have the same name (except for extension). Then use the commandline options
+To load a specific file set, make sure the all files in the file set (described above) have the same name (except for extension). Then use the commandline options
\verbatim
--t PATHNAME -n ASSETNAME -p X Y Z -r AX AY AZ ANGLE
+-t PATHNAME -n ASSETNAME -p "X Y Z" -r "AX AY AZ ANGLE"
\endverbatim
-Here, PATHNAME is the path to the directory containing the three (.blast, .obj, .collision) files. ASSETNAME is the common name of those files.
+Here, PATHNAME is the path to the directory containing the {.blast, .obj} or {.blast, .fbx} file set (described above). ASSETNAME is the common name of those files.
(X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.
\section assetviewer_multifile_load Loading Multiple Destructible Models