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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 /sdk/extensions/exporter/include
parentUpdating BlastTool zip (diff)
downloadblast-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.h534
-rwxr-xr-x[-rw-r--r--]sdk/extensions/exporter/include/NvBlastExtExporterJsonCollision.h134
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