diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/exporter/include | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz blast-7115f60b91b5717d90f643fd692010905c7004db.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/exporter/include')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/exporter/include/NvBlastExtExporter.h | 534 | ||||
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h | 134 |
2 files changed, 339 insertions, 329 deletions
diff --git a/sdk/extensions/exporter/include/NvBlastExtExporter.h b/sdk/extensions/exporter/include/NvBlastExtExporter.h index 62ba04d..2718f3c 100644..100755 --- a/sdk/extensions/exporter/include/NvBlastExtExporter.h +++ b/sdk/extensions/exporter/include/NvBlastExtExporter.h @@ -1,268 +1,268 @@ -// 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) 2018 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 Material -{ - const char* name; - const char* diffuse_tex; -}; - -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 - - Material* submeshMats; - - - /** - 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 getIndicesCount() 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 const 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, this is a bone index for each vertex in the mesh - \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; - - /** - Set material index for interior surface. By default new material will be created; - */ - virtual void setInteriorIndex(int32_t index) = 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); - +// 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) 2018 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 Material
+{
+ const char* name;
+ const char* diffuse_tex;
+};
+
+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
+
+ Material* submeshMats;
+
+
+ /**
+ 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 getIndicesCount() 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 const 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, this is a bone index for each vertex in the mesh
+ \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;
+
+ /**
+ Set material index for interior surface. By default new material will be created;
+ */
+ virtual void setInteriorIndex(int32_t index) = 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 index 08fe3ac..65ebb93 100644..100755 --- a/sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h +++ b/sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h @@ -1,62 +1,72 @@ -// 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) 2018 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 +// 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) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTEXPORTERJSONCOLLISION_H
+#define NVBLASTEXTEXPORTERJSONCOLLISION_H
+
+#include "NvBlastTypes.h"
+
+namespace Nv
+{
+namespace Blast
+{
+
+struct CollisionHull;
+
+/**
+ Interface to object which serializes collision geometry to JSON format.
+*/
+class IJsonCollisionExporter
+{
+public:
+ /**
+ Delete this object
+ */
+ virtual void release() = 0;
+
+ /**
+ 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] chunkCount The number of chunks, may be less than the number of collision hulls.
+ \param[in] hullOffsets Collision hull offsets. Contains chunkCount + 1 element. First collision hull for i-th chunk: hull[hullOffsets[i]]. hullOffsets[chunkCount+1] is total number of hulls.
+ \param[in] hulls Array of pointers to convex hull descriptors, contiguously grouped for chunk[0], chunk[1], etc.
+ */
+ virtual bool writeCollision(const char* path, uint32_t chunkCount, const uint32_t* hullOffsets, const CollisionHull* const * hulls) = 0;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+/**
+Creates an instance of IMeshFileWriter for writing obj file.
+*/
+NVBLAST_API Nv::Blast::IJsonCollisionExporter* NvBlastExtExporterCreateJsonCollisionExporter();
+
+
+#endif //NVBLASTEXTEXPORTERJSONCOLLISION_H
|