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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/exporter/include
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/exporter/include')
-rw-r--r--sdk/extensions/exporter/include/NvBlastExtExporter.h257
-rw-r--r--sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h62
2 files changed, 319 insertions, 0 deletions
diff --git a/sdk/extensions/exporter/include/NvBlastExtExporter.h b/sdk/extensions/exporter/include/NvBlastExtExporter.h
new file mode 100644
index 0000000..5432ec7
--- /dev/null
+++ b/sdk/extensions/exporter/include/NvBlastExtExporter.h
@@ -0,0 +1,257 @@
+// 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) 2017 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTEXPORTER_H
+#define NVBLASTEXTEXPORTER_H
+
+#include "NvBlastTypes.h"
+
+struct NvBlastAsset;
+
+namespace physx
+{
+class PxVec2;
+class PxVec3;
+}
+
+namespace Nv
+{
+namespace Blast
+{
+struct AuthoringResult;
+struct CollisionHull;
+
+struct ExporterMeshData
+{
+ NvBlastAsset* asset; //Blast asset
+
+ uint32_t positionsCount; //Number of positions
+
+ uint32_t normalsCount; //Number of normals
+
+ uint32_t uvsCount; //Number of textures uv
+
+ physx::PxVec3* positions; //Array of positions
+
+ physx::PxVec3* normals; //Array of normals
+
+ physx::PxVec2* uvs; //Array of textures uv
+
+ uint32_t meshCount; //Number of meshes (chunks)
+
+ uint32_t submeshCount; //Number of submeshes
+
+ const char** submeshNames; //Equal to material names
+
+
+ /**
+ Indices offsets for posIndex, normIndex and texIndex
+ First position index: posIndex[submeshOffsets[meshId * submeshCount + submeshId]]
+ Total number of indices: submeshOffsets[meshCount * submeshCount]
+ */
+ uint32_t* submeshOffsets;
+
+ uint32_t* posIndex; //Array of position indices
+
+ uint32_t* normIndex; //Array of normals indices
+
+ uint32_t* texIndex; //Array of texture indices
+
+
+ /**
+ Hull offsets. Contains meshCount + 1 element.
+ First hull for i-th mesh: hulls[hullsOffsets[i]]
+ hullsOffsets[meshCount+1] is total number of hulls
+ */
+ uint32_t* hullsOffsets;
+
+ CollisionHull** hulls; //Array of pointers to hull for all meshes
+};
+
+/**
+ An interface for Blast mesh file reader
+*/
+class IMeshFileReader
+{
+public:
+
+ /**
+ Delete this object
+ */
+ virtual void release() = 0;
+
+ /*
+ Load from the specified file path
+ */
+ virtual void loadFromFile(const char* filename) = 0;
+
+ /**
+ Number of loaded vertices
+ */
+ virtual uint32_t getVerticesCount() const = 0;
+
+ /**
+ Number of loaded indices
+ */
+ virtual uint32_t getIdicesCount() const = 0;
+
+ /**
+ Get loaded vertex positions
+ */
+ virtual physx::PxVec3* getPositionArray() = 0;
+
+ /**
+ Get loaded vertex normals
+ */
+ virtual physx::PxVec3* getNormalsArray() = 0;
+
+ /**
+ Get loaded vertex uv-coordinates
+ */
+ virtual physx::PxVec2* getUvArray() = 0;
+
+ /**
+ Get loaded per triangle material ids.
+ */
+ virtual int32_t* getMaterialIds() = 0;
+
+ /**
+ Get loaded per triangle smoothing groups.
+ */
+ virtual int32_t* getSmoothingGroups() = 0;
+
+ /**
+ Get material name.
+ */
+ virtual char* getMaterialName(int32_t id) = 0;
+
+ /**
+ Get material count.
+ */
+ virtual int32_t getMaterialCount() = 0;
+
+
+
+ /**
+ Get loaded triangle indices
+ */
+ virtual uint32_t* getIndexArray() = 0;
+
+
+ /**
+ Check whether file contained an collision geometry
+ */
+ virtual bool isCollisionLoaded() = 0;
+
+ /**
+ Retrieve collision geometry if it exist
+ \note User should call NVBLAST_FREE for hulls and hullsOffset when it not needed anymore
+
+ \param[out] hullsOffset Array of hull offsets for hulls array. The size is meshCount + 1.
+ \param[out] hulls Array of hull. The first i-th mesh hull: hulls[hullsOffset[i]]. The size is written to hullsOffset[meshCount]
+ \return Number of meshes (meshCount)
+ */
+ virtual uint32_t getCollision(uint32_t*& hullsOffset, CollisionHull** hulls) = 0;
+
+};
+
+/**
+ An interface for fbx file reader
+*/
+class IFbxFileReader : public IMeshFileReader
+{
+public:
+ /**
+ Retrieve bone influence if it exist
+ \note User should call NVBLAST_FREE for out when it not needed anymore
+
+ \param[out] out Array of bone influences.
+ \return Number of bones influences (boneCount)
+ */
+ virtual uint32_t getBoneInfluences(uint32_t*& out) = 0;
+
+ /**
+ Return number of bones in fbx file
+ */
+ virtual uint32_t getBoneCount() = 0;
+};
+
+/**
+ An interface for Blast mesh file writer
+*/
+class IMeshFileWriter
+{
+public:
+
+ /**
+ Delete this object
+ */
+ virtual void release() = 0;
+
+ /**
+ Append rendermesh to scene. Meshes constructed from arrays of triangles.
+ */
+ virtual bool appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned = false) = 0;
+
+ /**
+ Append rendermesh to scene. Meshes constructed from arrays of vertices and indices
+ */
+ virtual bool appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned = false) = 0;
+
+ /**
+ Save scene to file.
+ */
+ virtual bool saveToFile(const char* assetName, const char* outputPath) = 0;
+};
+
+}
+}
+
+/**
+ Creates an instance of IMeshFileReader for reading obj file.
+*/
+NVBLAST_API Nv::Blast::IMeshFileReader* NvBlastExtExporterCreateObjFileReader();
+
+/**
+ Creates an instance of IFbxFileReader for reading fbx file.
+*/
+NVBLAST_API Nv::Blast::IFbxFileReader* NvBlastExtExporterCreateFbxFileReader();
+
+/**
+ Creates an instance of IMeshFileWriter for writing obj file.
+*/
+NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateObjFileWriter();
+
+/**
+ Creates an instance of IMeshFileWriter for writing fbx file.
+
+ \param[in] outputFBXAscii If true writes fbx in ascii format otherwise write in binary.
+*/
+NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateFbxFileWriter(bool outputFBXAscii = false);
+
+#endif //NVBLASTEXTEXPORTER_H \ No newline at end of file
diff --git a/sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h b/sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h
new file mode 100644
index 0000000..5cda025
--- /dev/null
+++ b/sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h
@@ -0,0 +1,62 @@
+// 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) 2017 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTEXPORTERJSONCOLLISION_H
+#define NVBLASTEXTEXPORTERJSONCOLLISION_H
+
+#include "NvBlastTypes.h"
+
+namespace Nv
+{
+namespace Blast
+{
+
+
+struct CollisionHull;
+
+/**
+ Serializes collision geometry to JSON format.
+*/
+class JsonCollisionExporter
+{
+public:
+ JsonCollisionExporter(){};
+
+ /**
+ Method creates file with given path and serializes given array of arrays of convex hulls to it in JSON format.
+ \param[in] path Output file path
+ \param[in] hulls Array of arrays of convex hull descriptors. Each array contain array of convex hulls for chunk (hulls[0] - convexes for chunk 0, etc.)
+ */
+ bool writeCollision(const char* path, uint32_t meshCount, const uint32_t* meshOffsets, const CollisionHull* hulls);
+};
+
+
+} // namespace Blast
+} // namespace Nv
+
+#endif //NVBLASTEXTEXPORTERJSONCOLLISION_H \ No newline at end of file