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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/source
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/source')
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporter.cpp58
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp505
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h144
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp192
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h67
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp1095
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h134
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp107
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp130
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h122
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp188
-rw-r--r--sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h73
12 files changed, 2815 insertions, 0 deletions
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporter.cpp
new file mode 100644
index 0000000..d74a1ee
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporter.cpp
@@ -0,0 +1,58 @@
+// 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.
+
+
+#include "NvBlastExtExporter.h"
+#include "NvBlastExtExporterFbxReader.h"
+#include "NvBlastExtExporterObjReader.h"
+#include "NvBlastExtExporterFbxWriter.h"
+#include "NvBlastExtExporterObjWriter.h"
+
+using namespace Nv::Blast;
+
+IMeshFileReader* NvBlastExtExporterCreateObjFileReader()
+{
+ return new ObjFileReader;
+}
+
+IFbxFileReader* NvBlastExtExporterCreateFbxFileReader()
+{
+ return new FbxFileReader;
+}
+
+IMeshFileWriter* NvBlastExtExporterCreateObjFileWriter()
+{
+ return new ObjFileWriter;
+}
+
+IMeshFileWriter* NvBlastExtExporterCreateFbxFileWriter(bool outputFBXAscii)
+{
+ auto ret = new FbxFileWriter;
+ ret->bOutputFBXAscii = outputFBXAscii;
+ return ret;
+}
+
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp
new file mode 100644
index 0000000..df0500e
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp
@@ -0,0 +1,505 @@
+// 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.
+
+#include "NvBlastExtExporterFbxReader.h"
+#include "NvBlastExtExporterFbxUtils.h"
+#include "NvBlastGlobals.h"
+#include "fileio/fbxiosettings.h"
+#include "fileio/fbxiosettingspath.h"
+#include "core/base/fbxstringlist.h"
+#include <iostream>
+#include <algorithm>
+#include <cctype>
+#include <sstream>
+#include "scene/geometry/fbxmesh.h"
+
+#include "PxVec3.h"
+#include "PxVec2.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include "NvBlastExtAuthoringBondGenerator.h"
+#include "NvBlastExtAuthoringCollisionBuilder.h"
+
+using physx::PxVec3;
+using physx::PxVec2;
+
+using namespace Nv::Blast;
+
+FbxFileReader::FbxFileReader()
+{
+ mBoneCount = 0;
+}
+
+void FbxFileReader::release()
+{
+ delete this;
+}
+
+FbxAMatrix FbxFileReader::getTransformForNode(FbxNode* node)
+{
+ //The geometry transform contains the information about the pivots in the mesh node relative to the node's transform
+ FbxAMatrix geometryTransform(node->GetGeometricTranslation(FbxNode::eSourcePivot),
+ node->GetGeometricRotation(FbxNode::eSourcePivot),
+ node->GetGeometricScaling(FbxNode::eSourcePivot));
+ FbxAMatrix nodeTransform = node->EvaluateGlobalTransform();
+
+ return nodeTransform * geometryTransform;
+}
+
+void FbxFileReader::loadFromFile(const char* filename)
+{
+ // Wrap in a shared ptr so that when it deallocates we get an auto destroy and all of the other assets created don't leak.
+ std::shared_ptr<FbxManager> sdkManager = std::shared_ptr<FbxManager>(FbxManager::Create(), [=](FbxManager* manager)
+ {
+ std::cout << "Deleting FbxManager" << std::endl;
+ manager->Destroy();
+ });
+
+ mBoneCount = 0;
+ mCollisionNodes.clear();
+ FbxIOSettings* ios = FbxIOSettings::Create(sdkManager.get(), IOSROOT);
+ // Set some properties on the io settings
+
+ sdkManager->SetIOSettings(ios);
+
+
+ FbxImporter* importer = FbxImporter::Create(sdkManager.get(), "");
+
+ bool importStatus = importer->Initialize(filename, -1, sdkManager->GetIOSettings());
+
+ if (!importStatus)
+ {
+ std::cerr << "Call to FbxImporter::Initialize failed." << std::endl;
+ std::cerr << "Error returned: " << importer->GetStatus().GetErrorString() << std::endl;
+
+ return;
+ }
+
+ FbxScene* scene = FbxScene::Create(sdkManager.get(), "importScene");
+
+
+
+
+ importStatus = importer->Import(scene);
+
+ if (!importStatus)
+ {
+ std::cerr << "Call to FbxImporter::Import failed." << std::endl;
+ std::cerr << "Error returned: " << importer->GetStatus().GetErrorString() << std::endl;
+
+ return;
+ }
+
+ int32_t matCount = scene->GetMaterialCount();
+
+ for (int32_t i = 0; i < matCount; ++i)
+ {
+ mMaterialNames.push_back(std::string(scene->GetMaterial(i)->GetName()));
+ }
+
+ //This removes axis and unit conversion nodes so it converts the entire scene to the header specified axis and units
+ FbxRootNodeUtility::RemoveAllFbxRoots(scene);
+
+ FbxAxisSystem blastAxisSystem = FbxUtils::getBlastFBXAxisSystem();
+ FbxAxisSystem sourceSetup = scene->GetGlobalSettings().GetAxisSystem();
+ if (sourceSetup != blastAxisSystem)
+ {
+ std::cout << "Converting to Blast coordinates" << std::endl;
+ std::cout << "Existing axis: " << FbxUtils::FbxAxisSystemToString(sourceSetup) << std::endl;
+ blastAxisSystem.ConvertScene(scene);
+ }
+
+ FbxSystemUnit blastUnits = FbxUtils::getBlastFBXUnit();
+ FbxSystemUnit sourceUnits = scene->GetGlobalSettings().GetSystemUnit();
+ if (sourceUnits != blastUnits)
+ {
+ std::cout << "Converting to Blast units" << std::endl;
+ std::cout << "Existing units: " << FbxUtils::FbxSystemUnitToString(sourceUnits) << std::endl;
+ blastUnits.ConvertScene(scene);
+ }
+
+ FbxDisplayLayer* collisionDisplayLayer = scene->FindMember<FbxDisplayLayer>(FbxUtils::getCollisionGeometryLayerName().c_str());
+
+ // Recurse the fbx tree and find all meshes
+ std::vector<FbxNode*> meshNodes;
+ getFbxMeshes(collisionDisplayLayer, scene->GetRootNode(), meshNodes);
+
+ if (isCollisionLoaded())
+ {
+ std::cout << "Collision geometry is found.";
+ getCollisionInternal();
+ }
+
+ std::cout << "Found " << meshNodes.size() << " meshes." << std::endl;
+
+ // Process just 0, because dumb. Fail out if more than 1?
+ if (meshNodes.size() > 1)
+ {
+ std::cerr << "Can't load more that one graphics mesh." << std::endl;
+ return;
+ }
+
+ if (meshNodes.empty())
+ {
+ return;
+ }
+
+ FbxNode* meshNode = meshNodes[0];
+ FbxMesh* mesh = meshNode->GetMesh();
+
+ int polyCount = mesh->GetPolygonCount();
+
+
+ bool bAllTriangles = true;
+ // Verify that the mesh is triangulated.
+ for (int i = 0; i < polyCount; i++)
+ {
+ if (mesh->GetPolygonSize(i) != 3)
+ {
+ bAllTriangles = false;
+ }
+ }
+
+ if (!bAllTriangles)
+ {
+ std::cerr << "Mesh 0 has " << polyCount << " but not all polygons are triangles. Mesh must be triangulated." << std::endl;
+ return;
+ }
+
+ FbxStringList uvSetNames;
+
+ mesh->GetUVSetNames(uvSetNames);
+
+ const char * uvSetName = uvSetNames.GetStringAt(0);
+
+ std::vector<PxVec3> positions;
+ std::vector<PxVec3> normals;
+ std::vector<PxVec2> uv;
+ std::vector<uint32_t> indices;
+
+ int* polyVertices = mesh->GetPolygonVertices();
+
+ uint32_t vertIndex = 0;
+
+ FbxAMatrix trans = getTransformForNode(meshNode);
+ FbxVector4 rotation = trans.GetR();
+ FbxVector4 scale = trans.GetS();
+ FbxAMatrix normalTransf;
+ normalTransf.SetR(rotation);
+ normalTransf.SetS(scale);
+ normalTransf = normalTransf.Inverse().Transpose();
+
+ int32_t matElements = mesh->GetElementMaterialCount();
+ if (matElements > 1)
+ {
+ std::cerr << "Mesh has more than 1 material mappings, first one will be used. " << std::endl;
+ }
+ auto matLayer = mesh->GetElementMaterial(0);
+
+
+ for (int i = 0; i < polyCount; i++)
+ {
+ for (int vi = 0; vi < 3; vi++)
+ {
+ int polyCPIdx = polyVertices[i*3+vi];
+
+ FbxVector4 vert = mesh->GetControlPointAt(polyCPIdx);
+ FbxVector4 normVec;
+ FbxVector2 uvVec;
+
+ bool bUnmapped;
+ mesh->GetPolygonVertexNormal(i, vi, normVec);
+ mesh->GetPolygonVertexUV(i, vi, uvSetName, uvVec, bUnmapped);
+ vert = trans.MultT(vert);
+ normVec = normalTransf.MultT(normVec);
+
+ positions.push_back(PxVec3((float) vert[0], (float)vert[1], (float)vert[2]));
+ normals.push_back(PxVec3((float)normVec[0], (float)normVec[1], (float)normVec[2]));
+ uv.push_back(PxVec2((float)uvVec[0], (float)uvVec[1]));
+ indices.push_back(vertIndex++);
+ }
+ if (matLayer != nullptr)
+ {
+ mMaterialIds.push_back(matLayer->GetIndexArray().GetAt(i));
+ }
+ }
+
+ mVertexPositions = positions;
+ mVertexNormals = normals;
+ mVertexUv = uv;
+ mIndices = indices;
+
+ getBoneInfluencesInternal(mesh);
+}
+
+int32_t FbxFileReader::getMaterialCount()
+{
+ return mMaterialNames.size();
+}
+
+void FbxFileReader::getFbxMeshes(FbxDisplayLayer* collisionDisplayLayer, FbxNode* node, std::vector<FbxNode*>& meshNodes)
+{
+ FbxMesh* mesh = node->GetMesh();
+
+ if (mesh != nullptr)
+ {
+ if (collisionDisplayLayer == nullptr && node->FindProperty("ParentalChunkIndex").IsValid())
+ {
+ //Old-style file
+ uint32_t chunkIndex = node->FindProperty("ParentalChunkIndex").Get<int32_t>();
+ mCollisionNodes.emplace(chunkIndex, node);
+ }
+ else if (collisionDisplayLayer != nullptr && collisionDisplayLayer->IsMember(node))
+ {
+ uint32_t chunkIndex = FbxUtils::getChunkIndexForNode(node);
+ if (chunkIndex != UINT32_MAX)
+ {
+ mCollisionNodes.emplace(chunkIndex, node);
+ }
+ else
+ {
+ std::cerr << "Warning: Not sure what to do about collision geo " << node->GetName() << ". No corresponding chunk." << std::endl;
+ }
+ }
+ else
+ {
+ meshNodes.push_back(node);
+ }
+ }
+ int childCount = node->GetChildCount();
+
+ for (int i = 0; i < childCount; i++)
+ {
+ FbxNode * childNode = node->GetChild(i);
+
+ getFbxMeshes(collisionDisplayLayer, childNode, meshNodes);
+ }
+}
+
+bool FbxFileReader::isCollisionLoaded()
+{
+ return !mCollisionNodes.empty();
+}
+
+uint32_t FbxFileReader::getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull** hulls)
+{
+ if (!isCollisionLoaded())
+ {
+ return 0;
+ }
+ hullsOffset = new uint32_t[mMeshCount + 1];
+ hulls = new Nv::Blast::CollisionHull*[mMeshCount];
+ memcpy(hullsOffset, mHullsOffset.data(), sizeof(uint32_t) * (mMeshCount + 1));
+ memcpy(hulls, mHulls.data(), sizeof(Nv::Blast::CollisionHull*) * mMeshCount);
+ return mMeshCount;
+}
+
+struct CollisionHullImpl : public Nv::Blast::CollisionHull
+{
+ void release() override
+ {
+
+ }
+};
+
+bool FbxFileReader::getCollisionInternal()
+{
+ for (auto hull : mHulls)
+ {
+ hull->release();
+ }
+ int32_t maxParentIndex = 0;
+
+ for (auto p : mCollisionNodes)
+ {
+ int32_t parentIndex = p.first;
+ maxParentIndex = std::max(maxParentIndex, parentIndex);
+ }
+ mMeshCount = maxParentIndex + 1;
+ mHullsOffset.resize(mMeshCount + 1);
+ mHulls.resize(mCollisionNodes.size());
+ mHullsOffset[0] = 0;
+
+ for (auto p : mCollisionNodes) // it should be sorted by chunk id
+ {
+ int32_t parentIndex = p.first;
+ //hulls[parentIndex].push_back(Nv::Blast::CollisionHull());
+ mHulls[mHullsOffset[parentIndex]] = new CollisionHullImpl();
+ Nv::Blast::CollisionHull& chull = *mHulls[mHullsOffset[parentIndex]];
+ FbxMesh* meshNode = p.second->GetMesh();
+
+ FbxAMatrix nodeTransform = getTransformForNode(p.second);
+ FbxAMatrix nodeTransformNormal = nodeTransform.Inverse().Transpose();
+
+ chull.points = new PxVec3[meshNode->GetControlPointsCount()];
+ FbxVector4* vpos = meshNode->GetControlPoints();
+ /**
+ Copy control points from FBX.
+ */
+ for (int32_t i = 0; i < meshNode->GetControlPointsCount(); ++i)
+ {
+ FbxVector4 worldVPos = nodeTransform.MultT(*vpos);
+ chull.points[i].x = (float)worldVPos[0];
+ chull.points[i].y = (float)worldVPos[1];
+ chull.points[i].z = (float)worldVPos[2];
+ vpos++;
+ }
+
+ uint32_t polyCount = meshNode->GetPolygonCount();
+ chull.polygonData = new Nv::Blast::CollisionHull::HullPolygon[polyCount];
+ FbxGeometryElementNormal* nrm = meshNode->GetElementNormal();
+ FbxLayerElementArray& narr = nrm->GetDirectArray();
+
+ for (uint32_t poly = 0; poly < polyCount; ++poly)
+ {
+ int32_t vInPolyCount = meshNode->GetPolygonSize(poly);
+ auto& pd = chull.polygonData[poly];
+ pd.mIndexBase = (uint16_t)chull.indicesCount;
+ pd.mNbVerts = (uint16_t)vInPolyCount;
+ int32_t* ind = &meshNode->GetPolygonVertices()[meshNode->GetPolygonVertexIndex(poly)];
+ chull.indices = new uint32_t[vInPolyCount];
+ memcpy(chull.indices, ind, sizeof(uint32_t) * vInPolyCount);
+
+ FbxVector4 normal;
+ narr.GetAt(poly, &normal);
+
+ normal = nodeTransformNormal.MultT(normal);
+
+ pd.mPlane[0] = (float)normal[0];
+ pd.mPlane[1] = (float)normal[1];
+ pd.mPlane[2] = (float)normal[2];
+ PxVec3 polyLastVertex = chull.points[chull.indices[vInPolyCount - 1]];
+ pd.mPlane[3] = -((float)(polyLastVertex.x * normal[0] + polyLastVertex.y * normal[1] + polyLastVertex.z * normal[2]));
+ }
+ mHullsOffset[parentIndex + 1] = mHullsOffset[parentIndex] + 1;
+ }
+
+
+ return false;
+}
+
+
+/**
+ To work properly export tool should give bone names as bone_@chunkIndex (e.g. bone_1, bone_2)
+**/
+bool FbxFileReader::getBoneInfluencesInternal(FbxMesh* meshNode)
+{
+
+ if (meshNode->GetDeformerCount() != 1)
+ {
+ std::cout << "Can't create bone mapping: There is no mesh deformers...: " << std::endl;
+ return false;
+ }
+ mVertexToParentBoneMap.clear();
+ mVertexToParentBoneMap.resize(mVertexPositions.size());
+ std::vector<uint32_t> controlToParentBoneMap;
+ controlToParentBoneMap.resize(meshNode->GetControlPointsCount());
+ FbxSkin* def = (FbxSkin *)meshNode->GetDeformer(0, FbxDeformer::EDeformerType::eSkin);
+
+ if (def->GetClusterCount() == 0)
+ {
+ std::cout << "Can't create bone mapping: There is no vertex clusters...: " << std::endl;
+ return false;
+ }
+ mBoneCount = def->GetClusterCount();
+ for (int32_t i = 0; i < def->GetClusterCount(); ++i)
+ {
+ FbxCluster* cls = def->GetCluster(i);
+ FbxNode* bone = cls->GetLink();
+ int32_t parentChunk = atoi(bone->GetName() + 5);
+ int32_t* cpIndx = cls->GetControlPointIndices();
+ for (int32_t j = 0; j < cls->GetControlPointIndicesCount(); ++j)
+ {
+ controlToParentBoneMap[*cpIndx] = parentChunk;
+ ++cpIndx;
+ }
+ }
+ int* polyVertices = meshNode->GetPolygonVertices();
+ uint32_t lv = 0;
+ for (int i = 0; i < meshNode->GetPolygonCount(); i++)
+ {
+ for (int vi = 0; vi < 3; vi++)
+ {
+ mVertexToParentBoneMap[lv] = controlToParentBoneMap[*polyVertices];
+ polyVertices++;
+ lv++;
+ }
+ }
+ return true;
+};
+
+physx::PxVec3* FbxFileReader::getPositionArray()
+{
+ return mVertexPositions.data();
+};
+
+physx::PxVec3* FbxFileReader::getNormalsArray()
+{
+ return mVertexNormals.data();
+};
+
+physx::PxVec2* FbxFileReader::getUvArray()
+{
+ return mVertexUv.data();
+};
+
+uint32_t* FbxFileReader::getIndexArray()
+{
+ return mIndices.data();
+};
+
+uint32_t FbxFileReader::getBoneInfluences(uint32_t*& out)
+{
+ out = static_cast<uint32_t*>(NVBLAST_ALLOC(sizeof(uint32_t) * mVertexToParentBoneMap.size()));
+ memcpy(out, mVertexToParentBoneMap.data(), sizeof(uint32_t) * mVertexToParentBoneMap.size());
+ return mVertexToParentBoneMap.size();
+}
+
+uint32_t FbxFileReader::getBoneCount()
+{
+ return mBoneCount;
+}
+
+char* FbxFileReader::getMaterialName(int32_t id)
+{
+ if (id < int32_t(mMaterialNames.size()) && id >= 0)
+ {
+ return &mMaterialNames[id][0];
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+int32_t* FbxFileReader::getMaterialIds()
+{
+ if (mMaterialIds.empty())
+ {
+ return nullptr;
+ }
+ return mMaterialIds.data();
+} \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h
new file mode 100644
index 0000000..4155b25
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h
@@ -0,0 +1,144 @@
+// 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 NVBLASTEXTEXPORTERFBXREADER_H
+#define NVBLASTEXTEXPORTERFBXREADER_H
+
+#include <memory>
+#include "fbxsdk.h"
+#include <vector>
+#include <map>
+#include "NvBlastExtExporter.h"
+#include "NvBlastExtAuthoringTypes.h"
+
+namespace Nv
+{
+namespace Blast
+{
+class Mesh;
+
+class FbxFileReader : public IFbxFileReader
+{
+public:
+ FbxFileReader();
+ ~FbxFileReader() = default;
+
+ virtual void release() override;
+
+ /*
+ Load from the specified file path, returning a mesh or nullptr if failed
+ */
+ virtual void loadFromFile(const char* filename) override;
+
+ virtual uint32_t getVerticesCount() const override
+ {
+ return mVertexPositions.size();
+ }
+
+ virtual uint32_t getIdicesCount() const override
+ {
+ return mIndices.size();
+ }
+
+ /**
+ Check whether file contained an collision geometry
+ */
+ virtual bool isCollisionLoaded() override;
+
+ /**
+ Retrieve collision geometry if it exist
+ */
+ virtual uint32_t getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull** hulls) override;
+
+ virtual uint32_t getBoneInfluences(uint32_t*& out) override;
+
+ virtual uint32_t getBoneCount() override;
+
+ /**
+ Get loaded vertex positions
+ */
+ virtual physx::PxVec3* getPositionArray() override;
+ /**
+ Get loaded vertex normals
+ */
+ virtual physx::PxVec3* getNormalsArray() override;
+ /**
+ Get loaded vertex uv-coordinates
+ */
+ virtual physx::PxVec2* getUvArray() override;
+ /**
+ Get loaded triangle indices
+ */
+ virtual uint32_t* getIndexArray() override;
+
+ /**
+ Get loaded per triangle material ids.
+ */
+ int32_t* getMaterialIds() override;
+
+ /**
+ Get loaded per triangle smoothing groups. Currently not supported.
+ */
+ int32_t* getSmoothingGroups() override { return nullptr; };
+
+ /**
+ Get material name.
+ */
+ char* getMaterialName(int32_t id) override;
+
+
+ int32_t getMaterialCount() override;
+
+private:
+
+ uint32_t mMeshCount;
+ std::vector<uint32_t> mHullsOffset;
+ std::vector<Nv::Blast::CollisionHull*> mHulls;
+ std::vector<uint32_t> mVertexToParentBoneMap;
+ std::multimap<uint32_t, FbxNode*> mCollisionNodes;
+ std::vector<physx::PxVec3> mVertexPositions;
+ std::vector<physx::PxVec3> mVertexNormals;
+ std::vector<physx::PxVec2> mVertexUv;
+ std::vector<uint32_t> mIndices;
+ std::vector<int32_t> mSmoothingGroups;
+ std::vector<int32_t> mMaterialIds;
+ std::vector<std::string> mMaterialNames;
+
+ uint32_t mBoneCount;
+
+ FbxAMatrix getTransformForNode(FbxNode* node);
+ void getFbxMeshes(FbxDisplayLayer* collisionDisplayLayer, FbxNode* node, std::vector<FbxNode*>& meshNodes);
+ bool getCollisionInternal();
+ bool getBoneInfluencesInternal(FbxMesh* meshNode);
+
+};
+
+}
+}
+
+#endif \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp
new file mode 100644
index 0000000..95a757f
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp
@@ -0,0 +1,192 @@
+// 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.
+
+
+#include "fbxsdk.h"
+#include "NvBlastExtExporterFbxUtils.h"
+#include "PxVec3.h"
+#include "PxVec2.h"
+#include "NvBlastExtAuthoringTypes.h"
+#include <sstream>
+#include <cctype>
+
+using physx::PxVec3;
+using physx::PxVec2;
+
+
+void FbxUtils::VertexToFbx(const Nv::Blast::Vertex& vert, FbxVector4& outVertex, FbxVector4& outNormal, FbxVector2& outUV)
+{
+ PxVec3ToFbx(vert.p, outVertex);
+ PxVec3ToFbx(vert.n, outNormal);
+ PxVec2ToFbx(vert.uv[0], outUV);
+}
+
+void FbxUtils::PxVec3ToFbx(const physx::PxVec3& inVector, FbxVector4& outVector)
+{
+ outVector[0] = inVector.x;
+ outVector[1] = inVector.y;
+ outVector[2] = inVector.z;
+ outVector[3] = 0;
+}
+
+void FbxUtils::PxVec2ToFbx(const physx::PxVec2& inVector, FbxVector2& outVector)
+{
+ outVector[0] = inVector.x;
+ outVector[1] = inVector.y;
+}
+
+FbxAxisSystem FbxUtils::getBlastFBXAxisSystem()
+{
+ const FbxAxisSystem::EUpVector upVector = FbxAxisSystem::eZAxis;
+ //From the documentation: If the up axis is Z, the remain two axes will X And Y, so the ParityEven is X, and the ParityOdd is Y
+ const FbxAxisSystem::EFrontVector frontVector = FbxAxisSystem::eParityOdd;
+ const FbxAxisSystem::ECoordSystem rightVector = FbxAxisSystem::eRightHanded;
+ return FbxAxisSystem(upVector, frontVector, rightVector);
+}
+
+FbxSystemUnit FbxUtils::getBlastFBXUnit()
+{
+ return FbxSystemUnit::cm;
+}
+
+std::string FbxUtils::FbxAxisSystemToString(const FbxAxisSystem& axisSystem)
+{
+ std::stringstream ss;
+ int upSign, frontSign;
+ FbxAxisSystem::EUpVector upVector = axisSystem.GetUpVector(upSign);
+ FbxAxisSystem::EFrontVector frontVector = axisSystem.GetFrontVector(frontSign);
+ FbxAxisSystem::ECoordSystem coordSystem = axisSystem.GetCoorSystem();
+ ss << "Predefined Type: ";
+ if (axisSystem == FbxAxisSystem::MayaZUp)
+ {
+ ss << "MayaZUP";
+ }
+ else if (axisSystem == FbxAxisSystem::MayaYUp)
+ {
+ ss << "MayaYUp";
+ }
+ else if (axisSystem == FbxAxisSystem::Max)
+ {
+ ss << "Max";
+ }
+ else if (axisSystem == FbxAxisSystem::Motionbuilder)
+ {
+ ss << "Motionbuilder";
+ }
+ else if (axisSystem == FbxAxisSystem::OpenGL)
+ {
+ ss << "OpenGL";
+ }
+ else if (axisSystem == FbxAxisSystem::DirectX)
+ {
+ ss << "OpenGL";
+ }
+ else if (axisSystem == FbxAxisSystem::Lightwave)
+ {
+ ss << "OpenGL";
+ }
+ else
+ {
+ ss << "<Other>";
+ }
+ ss << " UpVector: " << (upSign > 0 ? "+" : "-");
+ switch (upVector)
+ {
+ case FbxAxisSystem::eXAxis: ss << "eXAxis"; break;
+ case FbxAxisSystem::eYAxis: ss << "eYAxis"; break;
+ case FbxAxisSystem::eZAxis: ss << "eZAxis"; break;
+ default: ss << "<unknown>"; break;
+ }
+
+ ss << " FrontVector: " << (frontSign > 0 ? "+" : "-");
+ switch (frontVector)
+ {
+ case FbxAxisSystem::eParityEven: ss << "eParityEven"; break;
+ case FbxAxisSystem::eParityOdd: ss << "eParityOdd"; break;
+ default: ss << "<unknown>"; break;
+ }
+
+ ss << " CoordSystem: ";
+ switch (coordSystem)
+ {
+ case FbxAxisSystem::eLeftHanded: ss << "eLeftHanded"; break;
+ case FbxAxisSystem::eRightHanded: ss << "eRightHanded"; break;
+ default: ss << "<unknown>"; break;
+ }
+
+ return ss.str();
+}
+
+std::string FbxUtils::FbxSystemUnitToString(const FbxSystemUnit& systemUnit)
+{
+ return std::string(systemUnit.GetScaleFactorAsString());
+}
+
+const static std::string chunkPrefix = "chunk_";
+
+uint32_t FbxUtils::getChunkIndexForNode(FbxNode* node, bool includeParents /*= true*/)
+{
+ std::string nodeName(node->GetNameOnly());
+ for (char& c : nodeName)
+ c = (char)std::tolower(c);
+
+ if (nodeName.substr(0, chunkPrefix.size()) == chunkPrefix)
+ {
+ std::istringstream iss(nodeName.substr(chunkPrefix.size()));
+ uint32_t ret = UINT32_MAX;
+ iss >> ret;
+ if (!iss.fail())
+ {
+ return ret;
+ }
+ }
+
+ if (includeParents && node->GetParent())
+ {
+ return getChunkIndexForNode(node->GetParent(), true);
+ }
+ //Found nothing
+ return UINT32_MAX;
+}
+
+std::string FbxUtils::getChunkNodeName(uint32_t chunkIndex)
+{
+ //This naming is required for the UE4 plugin to find them
+ std::ostringstream namestream;
+ namestream << chunkPrefix << chunkIndex;
+ return namestream.str();
+}
+
+std::string FbxUtils::getCollisionGeometryLayerName()
+{
+ return "Collision";
+}
+
+std::string FbxUtils::getRenderGeometryLayerName()
+{
+ return "Render";
+}
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h
new file mode 100644
index 0000000..d26a9e9
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h
@@ -0,0 +1,67 @@
+// 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 NVBLASTEXTEXPORTERFBXUTILS_H
+#define NVBLASTEXTEXPORTERFBXUTILS_H
+
+#include "fbxsdk.h"
+#include "PxVec3.h"
+#include "PxVec2.h"
+#include <string>
+
+namespace Nv
+{
+ namespace Blast
+ {
+ struct Vertex;
+ }
+}
+
+class FbxUtils
+{
+public:
+ static void VertexToFbx(const Nv::Blast::Vertex& vert, FbxVector4& outVertex, FbxVector4& outNormal, FbxVector2& outUV);
+
+ static void PxVec3ToFbx(const physx::PxVec3& inVector, FbxVector4& outVector);
+ static void PxVec2ToFbx(const physx::PxVec2& inVector, FbxVector2& outVector);
+
+ static FbxAxisSystem getBlastFBXAxisSystem();
+ static FbxSystemUnit getBlastFBXUnit();
+
+ static std::string FbxAxisSystemToString(const FbxAxisSystem& axisSystem);
+ static std::string FbxSystemUnitToString(const FbxSystemUnit& systemUnit);
+
+ //returns UINT32_MAX if not a chunk
+ static uint32_t getChunkIndexForNode(FbxNode* node, bool includeParents = true);
+ static std::string getChunkNodeName(uint32_t chunkIndex);
+
+ static std::string getCollisionGeometryLayerName();
+ static std::string getRenderGeometryLayerName();
+};
+
+#endif //NVBLASTEXTEXPORTERFBXUTILS_H \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
new file mode 100644
index 0000000..b5fd04b
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp
@@ -0,0 +1,1095 @@
+// 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.
+
+
+#include "fbxsdk.h"
+#include <iostream>
+#include <sstream>
+#include <iomanip>
+#include "NvBlastTypes.h"
+#include "NvBlastGlobals.h"
+#include "NvBlastTkFramework.h"
+#include "NvBlast.h"
+#include "PxVec3.h"
+#include "NvBlastAssert.h"
+#include <unordered_set>
+#include <functional>
+#include "NvBlastExtExporterFbxWriter.h"
+#include "NvBlastExtExporterFbxUtils.h"
+#include "NvBlastExtAuthoringCollisionBuilder.h"
+#include "NvBlastExtAuthoring.h"
+#include "NvBlastExtAuthoringMesh.h"
+
+using namespace Nv::Blast;
+
+FbxFileWriter::FbxFileWriter():
+ bOutputFBXAscii(false)
+{
+ // Wrap in a shared ptr so that when it deallocates we get an auto destroy and all of the other assets created don't leak.
+ sdkManager = std::shared_ptr<FbxManager>(FbxManager::Create(), [=](FbxManager* manager)
+ {
+ std::cout << "Deleting FbxManager" << std::endl;
+ manager->Destroy();
+ });
+
+ mScene = FbxScene::Create(sdkManager.get(), "Export Scene");
+
+ mScene->GetGlobalSettings().SetAxisSystem(FbxUtils::getBlastFBXAxisSystem());
+ mScene->GetGlobalSettings().SetSystemUnit(FbxUtils::getBlastFBXUnit());
+ mScene->GetGlobalSettings().SetOriginalUpAxis(FbxUtils::getBlastFBXAxisSystem());
+ mScene->GetGlobalSettings().SetOriginalSystemUnit(FbxUtils::getBlastFBXUnit());
+
+ //We don't actually check for membership in this layer, but it's useful to show and hide the geo to look at the collision geo
+ mRenderLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getRenderGeometryLayerName().c_str());
+ mRenderLayer->Show.Set(true);
+ mRenderLayer->Color.Set(FbxDouble3(0.0f, 1.0f, 0.0f));
+}
+
+void FbxFileWriter::release()
+{
+ //sdkManager->Destroy();
+ delete this;
+}
+
+FbxScene* FbxFileWriter::getScene()
+{
+ return mScene;
+}
+
+
+void FbxFileWriter::createMaterials(const ExporterMeshData& aResult)
+{
+ mMaterials.clear();
+
+ for (uint32_t i = 0; i < aResult.submeshCount; ++i)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.submeshNames[i]);
+ material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX , float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+}
+
+void FbxFileWriter::createMaterials(const AuthoringResult& aResult)
+{
+ mMaterials.clear();
+ for (uint32_t i = 0; i < aResult.materialCount; ++i)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), aResult.materialNames[i]);
+ material->Diffuse.Set(FbxDouble3(float(rand()) / RAND_MAX, float(rand()) / RAND_MAX, float(rand()) / RAND_MAX));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+ if (mMaterials.size() == 0)
+ {
+ FbxSurfacePhong* material = FbxSurfacePhong::Create(sdkManager.get(), "Base_mat");
+ material->Diffuse.Set(FbxDouble3(0.3, 1.0, 0));
+ material->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(material);
+ }
+ FbxSurfacePhong* interiorMat = FbxSurfacePhong::Create(sdkManager.get(), "Interior_Material");
+ interiorMat->Diffuse.Set(FbxDouble3(1.0, 0.0, 0.5));
+ interiorMat->DiffuseFactor.Set(1.0);
+ mMaterials.push_back(interiorMat);
+}
+
+
+bool FbxFileWriter::appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned)
+{
+ createMaterials(aResult);
+
+ if (nonSkinned)
+ {
+ return appendNonSkinnedMesh(aResult, assetName);
+ }
+ std::string meshName(assetName); meshName.append("_rendermesh");
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), meshName.c_str());
+
+ FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxGeometryElementSmoothing* smElement = nullptr;
+ size_t triangleCount = aResult.geometryOffset[aResult.chunkCount];
+
+ for (size_t triangle = 0; triangle < triangleCount; triangle++)
+ {
+ if (aResult.geometry[triangle].smoothingGroup >= 0)
+ {
+ //Found a valid smoothing group
+ smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+ break;
+ }
+ }
+
+ mesh->InitControlPoints((int)triangleCount * 3);
+
+
+ FbxNode* meshNode = FbxNode::Create(mScene, assetName);
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+
+ mRenderLayer->AddMember(meshNode);
+
+ for (uint32_t i = 0; i < mMaterials.size(); ++i)
+ {
+ meshNode->AddMaterial(mMaterials[i]);
+ }
+
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
+ FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
+ lRootNode->AddChild(sceneRootNode);
+ sceneRootNode->AddChild(meshNode);
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+ skelRootNode->SetNodeAttribute(skelAttrib);
+
+ sceneRootNode->AddChild(skelRootNode);
+
+ FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
+ skin->SetGeometry(mesh);
+ mesh->AddDeformer(skin);
+
+ // Add a material otherwise UE4 freaks out on import
+
+ FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
+ matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = aResult.chunkCount;
+ auto chunks = aResult.chunkDescs;
+
+ uint32_t cpIdx = 0;
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ auto& chunk = chunks[i];
+
+ if (chunk.parentChunkIndex == UINT32_MAX)
+ {
+ uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, aResult);
+ cpIdx += addedCps;
+ }
+ }
+
+ if (!smElement)
+ {
+ //If no smoothing groups, generate them
+ FbxGeometryConverter fbxConv(mesh->GetFbxManager());
+ if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh))
+ {
+ fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
+ }
+ }
+
+ if (aResult.collisionHull != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
+ }
+
+ return true;
+};
+
+
+bool FbxFileWriter::appendNonSkinnedMesh(const AuthoringResult& aResult, const char* assetName)
+{
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ //UE4 needs this to be a skeleton node, null node, or mesh node to get used
+ FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
+ skelRootNode->SetNodeAttribute(nullAttr);
+ lRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = aResult.chunkCount;
+
+ auto chunks = aResult.chunkDescs;
+
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ auto& chunk = chunks[i];
+
+ if (chunk.parentChunkIndex == UINT32_MAX)
+ {
+ createChunkRecursiveNonSkinned(assetName, i, skelRootNode, mMaterials, aResult);
+ }
+ }
+
+ if (aResult.collisionHull != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, aResult.collisionHullOffset, aResult.collisionHull, assetName);
+ }
+
+ return true;
+}
+
+
+bool FbxFileWriter::appendNonSkinnedMesh(const ExporterMeshData& meshData, const char* assetName)
+{
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ //UE4 needs this to be a skeleton node, null node, or mesh node to get used
+ FbxNull* nullAttr = FbxNull::Create(sdkManager.get(), "SkelRootAttrib");
+ skelRootNode->SetNodeAttribute(nullAttr);
+ lRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
+
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const NvBlastChunk* chunk = &chunks[i];
+
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ createChunkRecursiveNonSkinned("chunk", i, skelRootNode, mMaterials, meshData);
+ }
+ }
+ if (meshData.hulls != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
+ }
+ return true;
+}
+
+bool FbxFileWriter::appendCollisionMesh(uint32_t meshCount, uint32_t* offsets, CollisionHull** hulls, const char* assetName)
+{
+ FbxDisplayLayer* displayLayer = FbxDisplayLayer::Create(mScene, FbxUtils::getCollisionGeometryLayerName().c_str());
+ //Hide by default
+ displayLayer->Show.Set(false);
+ displayLayer->Color.Set(FbxDouble3(0.0f, 0.0f, 1.0f));
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+
+ for (uint32_t i = 0; i < meshCount; i++)
+ {
+ auto findIt = chunkNodes.find(i);
+ if (findIt == chunkNodes.end())
+ {
+ std::cerr << "Warning: No chunk node for chunk " << i << ". Ignoring collision geo" << std::endl;
+ continue;
+ }
+ addCollisionHulls(i, displayLayer, findIt->second, offsets[i+1] - offsets[i], hulls + offsets[i]);
+ }
+ return true;
+}
+
+/*
+ Recursive method that creates this chunk and all it's children.
+
+ This creates a FbxNode with an FbxCluster, and all of the geometry for this chunk.
+
+ Returns the number of added control points
+*/
+uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const AuthoringResult& aResult)
+{
+
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ //mesh->InitTextureUV(triangles.size() * 3);
+
+ std::string boneName = FbxUtils::getChunkNodeName(chunkIndex);
+
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+
+ // Change the centroid to origin
+ centroid = physx::PxVec3(0.0f);
+ }
+ else
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ skelAttrib->Size.Set(1.0); // What's this for?
+
+
+ FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
+ boneNode->SetNodeAttribute(skelAttrib);
+
+ chunkNodes[chunkIndex] = boneNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 vec(0, 0, 0, 0);
+ FbxVector4 c2 = mat.MultT(vec);
+
+ boneNode->LclTranslation.Set(c2);
+
+ parentNode->AddChild(boneNode);
+
+ std::ostringstream namestream;
+ namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
+ std::string clusterName = namestream.str();
+
+ FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
+ cluster->SetTransformMatrix(FbxAMatrix());
+ cluster->SetLink(boneNode);
+ cluster->SetLinkMode(FbxCluster::eTotalOne);
+
+ skin->AddCluster(cluster);
+
+ FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
+
+ FbxVector4* controlPoints = mesh->GetControlPoints();
+ auto geNormal = mesh->GetElementNormal();
+ auto geUV = mesh->GetElementUV("diffuseElement");
+ FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
+ FbxGeometryElementSmoothing* smElement = mesh->GetElementSmoothing();
+
+ auto addVert = [&](Nv::Blast::Vertex vert, int controlPointIdx)
+ {
+ FbxVector4 vertex;
+ FbxVector4 normal;
+ FbxVector2 uv;
+
+ FbxUtils::VertexToFbx(vert, vertex, normal, uv);
+
+ controlPoints[controlPointIdx] = vertex;
+ geNormal->GetDirectArray().Add(normal);
+ geUV->GetDirectArray().Add(uv);
+ // Add this control point to the bone with weight 1.0
+ cluster->AddControlPointIndex(controlPointIdx, 1.0);
+ };
+
+ uint32_t cpIdx = 0;
+ uint32_t polyCount = mesh->GetPolygonCount();
+ for (uint32_t i = aResult.geometryOffset[chunkIndex]; i < aResult.geometryOffset[chunkIndex + 1]; i++)
+ {
+ Triangle& tri = aResult.geometry[i];
+ addVert(tri.a, currentCpIdx + cpIdx + 0);
+ addVert(tri.b, currentCpIdx + cpIdx + 1);
+ addVert(tri.c, currentCpIdx + cpIdx + 2);
+
+ mesh->BeginPolygon();
+ mesh->AddPolygon(currentCpIdx + cpIdx + 0);
+ mesh->AddPolygon(currentCpIdx + cpIdx + 1);
+ mesh->AddPolygon(currentCpIdx + cpIdx + 2);
+ mesh->EndPolygon();
+ int32_t material = (tri.materialId != MATERIAL_INTERIOR) ? ((tri.materialId < int32_t(mMaterials.size() - 1)) ? tri.materialId : 0) : int32_t(mMaterials.size() - 1);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+ if (smElement)
+ {
+ if (tri.userData == 0)
+ {
+ smElement->GetIndexArray().SetAt(polyCount, tri.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetIndexArray().SetAt(polyCount, SMOOTHING_GROUP_INTERIOR);
+ }
+ }
+
+ polyCount++;
+ cpIdx += 3;
+ }
+
+ mat = meshNode->EvaluateGlobalTransform();
+ cluster->SetTransformMatrix(mat);
+
+ mat = boneNode->EvaluateGlobalTransform();
+ cluster->SetTransformLinkMatrix(mat);
+
+ uint32_t addedCps = static_cast<uint32_t>((aResult.geometryOffset[chunkIndex + 1] - aResult.geometryOffset[chunkIndex]) * 3);
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ addedCps += createChunkRecursive(currentCpIdx + addedCps, i, meshNode, boneNode, skin, aResult);
+ }
+
+ return addedCps;
+}
+
+
+void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode,
+ const std::vector<FbxSurfaceMaterial*>& materials, const ExporterMeshData& meshData)
+{
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex);
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
+
+ FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+ mRenderLayer->AddMember(meshNode);
+
+ chunkNodes[chunkIndex] = meshNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
+ if (chunk->parentChunkIndex != UINT32_MAX)
+ {
+ //Don't mess with the root chunk pivot
+ meshNode->LclTranslation.Set(c2);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ parentNode->AddChild(meshNode);
+ FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+ auto geNormal = mesh->CreateElementNormal();
+ auto geUV = mesh->CreateElementUV("diffuseElement");
+ auto matr = mesh->CreateElementMaterial();
+
+ uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
+ uint32_t* lastIdx = meshData.submeshOffsets + (chunkIndex + 1) * meshData.submeshCount;
+ uint32_t cpCount = *lastIdx - *firstIdx;
+ mesh->InitControlPoints(cpCount);
+
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ matr->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ for (auto m : materials)
+ {
+ meshNode->AddMaterial(m);
+ }
+
+ uint32_t cPolygCount = 0;
+ int32_t addedVertices = 0;
+
+ for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
+ {
+ for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
+ {
+ mesh->BeginPolygon(subMesh);
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ mesh->AddPolygon(tr - *firstIdx + k);
+
+ FbxVector4 temp;
+ FbxUtils::PxVec3ToFbx(meshData.positions[meshData.posIndex[tr + k]], temp);
+ mesh->SetControlPointAt(temp, tr - *firstIdx + k);
+
+ FbxUtils::PxVec3ToFbx(meshData.normals[meshData.normIndex[tr + k]], temp);
+ geNormal->GetDirectArray().Add(temp);
+
+ FbxVector2 temp2;
+ FbxUtils::PxVec2ToFbx(meshData.uvs[meshData.texIndex[tr + k]], temp2);
+ geUV->GetDirectArray().Add(temp2);
+ }
+ mesh->EndPolygon();
+ cPolygCount++;
+ addedVertices += 3;
+ }
+ }
+
+ if (!mesh->GetElementSmoothing())
+ {
+ //If no smoothing groups, generate them
+ FbxGeometryConverter fbxConv(mesh->GetFbxManager());
+ if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh))
+ {
+ fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
+ }
+ }
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, meshData);
+ }
+}
+
+
+void FbxFileWriter::createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, FbxNode* parentNode, const std::vector<FbxSurfaceMaterial*>& materials, const AuthoringResult& aResult)
+{
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string chunkName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), (chunkName + "_mesh").c_str());
+
+ FbxNode* meshNode = FbxNode::Create(mScene, chunkName.c_str());
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+ mRenderLayer->AddMember(meshNode);
+
+ chunkNodes[chunkIndex] = meshNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid.x, centroid.y, centroid.z, 1.0f));
+
+ if (chunk->parentChunkIndex != UINT32_MAX)
+ {
+ //Don't mess with the root chunk pivot
+ meshNode->LclTranslation.Set(c2);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ parentNode->AddChild(meshNode);
+ FbxAMatrix finalXForm = meshNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ meshNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ meshNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ meshNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+
+ auto geNormal = mesh->CreateElementNormal();
+ auto geUV = mesh->CreateElementUV("diffuseElement");
+ auto matr = mesh->CreateElementMaterial();
+
+ uint32_t firstIdx = aResult.geometryOffset[chunkIndex];
+ uint32_t lastIdx = aResult.geometryOffset[chunkIndex + 1];
+
+ FbxGeometryElementSmoothing* smElement = nullptr;
+ for (uint32_t triangle = firstIdx; triangle < lastIdx; triangle++)
+ {
+ if (aResult.geometry[triangle].smoothingGroup >= 0)
+ {
+ //Found a valid smoothing group
+ smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+ break;
+ }
+ }
+
+ mesh->InitControlPoints((int)(lastIdx - firstIdx) * 3);
+
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ matr->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matr->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ for (auto m : materials)
+ {
+ meshNode->AddMaterial(m);
+ }
+
+ FbxGeometryElementMaterial* matElement = mesh->GetElementMaterial();
+ int32_t polyCount = 0;
+ for (uint32_t tr = firstIdx; tr < lastIdx; tr++)
+ {
+ auto& geo = aResult.geometry[tr];
+ const Nv::Blast::Vertex triVerts[3] = { geo.a, geo.b, geo.c };
+ mesh->BeginPolygon();
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ mesh->AddPolygon(tr * 3 + k);
+ FbxVector4 v, n;
+ FbxVector2 uv;
+ FbxUtils::VertexToFbx(triVerts[k], v, n, uv);
+ mesh->SetControlPointAt(v, tr * 3 + k);
+
+ geNormal->GetDirectArray().Add(n);
+ geUV->GetDirectArray().Add(uv);
+ }
+ mesh->EndPolygon();
+ int32_t material = (geo.materialId != MATERIAL_INTERIOR) ? ((geo.materialId < int32_t(mMaterials.size() - 1))? geo.materialId : 0) : int32_t(mMaterials.size() - 1);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+
+ if (smElement)
+ {
+ if (geo.userData == 0)
+ {
+ smElement->GetIndexArray().SetAt(polyCount, geo.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetIndexArray().SetAt(polyCount, SMOOTHING_GROUP_INTERIOR);
+ }
+ }
+
+ polyCount++;
+
+ }
+
+ if (!smElement)
+ {
+ //If no smoothing groups, generate them
+ FbxGeometryConverter fbxConv(mesh->GetFbxManager());
+ if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh))
+ {
+ fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
+ }
+ }
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ createChunkRecursiveNonSkinned(meshName, i, meshNode, materials, aResult);
+ }
+}
+
+uint32_t FbxFileWriter::addCollisionHulls(uint32_t chunkIndex, FbxDisplayLayer* displayLayer, FbxNode* parentNode, uint32_t hullsCount, CollisionHull** hulls)
+{
+ for (uint32_t hullId = 0; hullId < hullsCount; ++hullId)
+ {
+ std::stringstream namestream;
+ namestream.clear();
+ namestream << "collisionHull_" << chunkIndex << "_" << hullId;
+
+ FbxNode* collisionNode = FbxNode::Create(sdkManager.get(), namestream.str().c_str());
+
+ displayLayer->AddMember(collisionNode);
+
+ //TODO: Remove this when tools are converted over
+ FbxProperty::Create(collisionNode, FbxIntDT, "ParentalChunkIndex");
+ collisionNode->FindProperty("ParentalChunkIndex").Set(chunkIndex);
+ //
+
+ namestream.clear();
+ namestream << "collisionHullGeom_" << chunkIndex << "_" << hullId;
+ FbxMesh* meshAttr = FbxMesh::Create(sdkManager.get(), namestream.str().c_str());
+ collisionNode->SetNodeAttribute(meshAttr);
+ parentNode->AddChild(collisionNode);
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+ auto centroid = worldChunkPivots.find(chunkIndex);
+
+ if (centroid != worldChunkPivots.end())
+ {
+ FbxVector4 c2 = mat.MultT(FbxVector4(centroid->second.x, centroid->second.y, centroid->second.z, 1.0f));
+ //Don't mess with the root chunk pivot
+ collisionNode->LclTranslation.Set(c2);
+ }
+ parentNode->AddChild(collisionNode);
+ FbxAMatrix finalXForm = collisionNode->EvaluateGlobalTransform();
+
+ //Set the geo transform to inverse so we can use the world mesh coordinates
+ FbxAMatrix invFinalXForm = finalXForm.Inverse();
+ collisionNode->SetGeometricTranslation(FbxNode::eSourcePivot, invFinalXForm.GetT());
+ collisionNode->SetGeometricRotation(FbxNode::eSourcePivot, invFinalXForm.GetR());
+ collisionNode->SetGeometricScaling(FbxNode::eSourcePivot, invFinalXForm.GetS());
+
+
+ meshAttr->InitControlPoints(hulls[hullId]->pointsCount);
+ meshAttr->CreateElementNormal();
+ FbxVector4* controlPoints = meshAttr->GetControlPoints();
+ auto geNormal = meshAttr->GetElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygon);
+ geNormal->SetReferenceMode(FbxGeometryElement::eDirect);
+ for (uint32_t i = 0; i < hulls[hullId]->pointsCount; ++i)
+ {
+ auto& pnts = hulls[hullId]->points[i];
+ controlPoints->Set(pnts.x, pnts.y, pnts.z, 0.0);
+ controlPoints++;
+ }
+
+ for (uint32_t i = 0; i < hulls[hullId]->polygonDataCount; ++i)
+ {
+ auto& poly = hulls[hullId]->polygonData[i];
+ meshAttr->BeginPolygon();
+ for (uint32_t j = 0; j < poly.mNbVerts; ++j)
+ {
+ meshAttr->AddPolygon(hulls[hullId]->indices[poly.mIndexBase + j]);
+ }
+ meshAttr->EndPolygon();
+ FbxVector4 plane(poly.mPlane[0], poly.mPlane[1], poly.mPlane[2], 0);
+ geNormal->GetDirectArray().Add(plane);
+ }
+ }
+ return 1;
+}
+
+uint32_t FbxFileWriter::createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const ExporterMeshData& meshData)
+{
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ const NvBlastChunk* chunk = &chunks[chunkIndex];
+ physx::PxVec3 centroid = physx::PxVec3(chunk->centroid[0], chunk->centroid[1], chunk->centroid[2]);
+
+ std::string boneName = FbxUtils::getChunkNodeName(chunkIndex).c_str();
+
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), boneName.c_str());
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+
+ // Change the centroid to origin
+ centroid = physx::PxVec3(0.0f);
+ }
+ else
+ {
+ skelAttrib->SetSkeletonType(FbxSkeleton::eLimbNode);
+ worldChunkPivots[chunkIndex] = centroid;
+ }
+
+ FbxNode* boneNode = FbxNode::Create(sdkManager.get(), boneName.c_str());
+ boneNode->SetNodeAttribute(skelAttrib);
+
+ chunkNodes[chunkIndex] = boneNode;
+
+ auto mat = parentNode->EvaluateGlobalTransform().Inverse();
+
+ FbxVector4 vec(0, 0, 0, 0);
+ FbxVector4 c2 = mat.MultT(vec);
+
+ boneNode->LclTranslation.Set(c2);
+
+ parentNode->AddChild(boneNode);
+
+ std::ostringstream namestream;
+ namestream << "cluster_" << std::setw(5) << std::setfill('0') << chunkIndex;
+ std::string clusterName = namestream.str();
+
+ FbxCluster* cluster = FbxCluster::Create(sdkManager.get(), clusterName.c_str());
+ cluster->SetTransformMatrix(FbxAMatrix());
+ cluster->SetLink(boneNode);
+ cluster->SetLinkMode(FbxCluster::eTotalOne);
+
+ skin->AddCluster(cluster);
+
+ FbxMesh* mesh = static_cast<FbxMesh*>(meshNode->GetNodeAttribute());
+
+ auto geNormal = mesh->GetElementNormal();
+ auto geUV = mesh->GetElementUV("diffuseElement");
+ auto matr = mesh->GetElementMaterial();
+
+ std::vector<bool> addedVerticesFlag(mesh->GetControlPointsCount(), false);
+
+ uint32_t* firstIdx = meshData.submeshOffsets + chunkIndex * meshData.submeshCount;
+ uint32_t cPolygCount = mesh->GetPolygonCount();
+ int32_t addedVertices = 0;
+ for (uint32_t subMesh = 0; subMesh < meshData.submeshCount; ++subMesh)
+ {
+ for (uint32_t tr = *(firstIdx + subMesh); tr < *(firstIdx + subMesh + 1); tr += 3)
+ {
+ mesh->BeginPolygon(subMesh);
+ mesh->AddPolygon(meshData.posIndex[tr + 0]);
+ mesh->AddPolygon(meshData.posIndex[tr + 1]);
+ mesh->AddPolygon(meshData.posIndex[tr + 2]);
+ mesh->EndPolygon();
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ geNormal->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.normIndex[tr + k]);
+ geUV->GetIndexArray().SetAt(currentCpIdx + addedVertices + k, meshData.texIndex[tr + k]);
+ }
+ if (subMesh == 0)
+ {
+ matr->GetIndexArray().SetAt(cPolygCount, 0);
+ }
+ else
+ {
+ matr->GetIndexArray().SetAt(cPolygCount, 1);
+ }
+ cPolygCount++;
+ addedVertices += 3;
+ for (uint32_t k = 0; k < 3; ++k)
+ {
+ if (!addedVerticesFlag[meshData.posIndex[tr + k]])
+ {
+ cluster->AddControlPointIndex(meshData.posIndex[tr + k], 1.0);
+ addedVerticesFlag[meshData.posIndex[tr + k]] = true;
+ }
+ }
+ }
+ }
+ mat = meshNode->EvaluateGlobalTransform();
+ cluster->SetTransformMatrix(mat);
+
+ mat = boneNode->EvaluateGlobalTransform();
+ cluster->SetTransformLinkMatrix(mat);
+
+
+ for (uint32_t i = chunk->firstChildIndex; i < chunk->childIndexStop; i++)
+ {
+ addedVertices += createChunkRecursive(currentCpIdx + addedVertices, i, meshNode, boneNode, skin, meshData);
+ }
+
+ return addedVertices;
+
+}
+
+void FbxFileWriter::addControlPoints(FbxMesh* mesh, const ExporterMeshData& meshData)
+{
+ std::vector<uint32_t> vertices;
+ std::cout << "Adding control points" << std::endl;
+ std::vector<int32_t> mapping(meshData.positionsCount, -1);
+ for (uint32_t ch = 0; ch < meshData.meshCount; ++ch)
+ {
+ mapping.assign(meshData.positionsCount, -1);
+ for (uint32_t sb = 0; sb < meshData.submeshCount; ++sb)
+ {
+ uint32_t* first = meshData.submeshOffsets + ch * meshData.submeshCount + sb;
+ for (uint32_t pi = *first; pi < *(first+1); ++pi)
+ {
+ uint32_t p = meshData.posIndex[pi];
+ if (mapping[p] == -1)
+ {
+ mapping[p] = (int)vertices.size();
+ vertices.push_back(p);
+ meshData.posIndex[pi] = mapping[p];
+ }
+ else
+ {
+ meshData.posIndex[pi] = mapping[p];
+ }
+ }
+ }
+ }
+ mesh->InitControlPoints((int)vertices.size());
+ FbxVector4* controlPoints = mesh->GetControlPoints();
+ for (auto v : vertices)
+ {
+ auto& p = meshData.positions[v];
+ *controlPoints = FbxVector4(p.x, p.y, p.z, 0);
+ ++controlPoints;
+ }
+ std::cout << "Adding control points: done" << std::endl;
+}
+
+void FbxFileWriter::addBindPose()
+{
+ // Store the bind pose
+ //Just add all the nodes, it doesn't seem to do any harm and it stops Maya complaining about incomplete bind poses
+ FbxPose* pose = FbxPose::Create(sdkManager.get(), "BindPose");
+ pose->SetIsBindPose(true);
+
+ int nodeCount = mScene->GetNodeCount();
+ for (int i = 0; i < nodeCount; i++)
+ {
+ FbxNode* node = mScene->GetNode(i);
+ FbxMatrix bindMat = node->EvaluateGlobalTransform();
+
+ pose->Add(node, bindMat);
+ }
+
+ mScene->AddPose(pose);
+}
+
+bool FbxFileWriter::saveToFile(const char* assetName, const char* outputPath)
+{
+
+ addBindPose();
+
+ FbxIOSettings* ios = FbxIOSettings::Create(sdkManager.get(), IOSROOT);
+ // Set some properties on the io settings
+
+ sdkManager->SetIOSettings(ios);
+
+ sdkManager->GetIOSettings()->SetBoolProp(EXP_ASCIIFBX, bOutputFBXAscii);
+
+
+ FbxExporter* exporter = FbxExporter::Create(sdkManager.get(), "Scene Exporter");
+ exporter->SetFileExportVersion(FBX_2012_00_COMPATIBLE);
+
+ int lFormat;
+
+ if (bOutputFBXAscii)
+ {
+ lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX ascii (*.fbx)");
+ }
+ else
+ {
+ lFormat = sdkManager->GetIOPluginRegistry()->FindWriterIDByDescription("FBX binary (*.fbx)");
+ }
+
+ auto path = std::string(outputPath) + "\\" + assetName + ".fbx";
+ bool exportStatus = exporter->Initialize(path.c_str(), lFormat, sdkManager->GetIOSettings());
+
+ if (!exportStatus)
+ {
+ std::cerr << "Call to FbxExporter::Initialize failed" << std::endl;
+ std::cerr << "Error returned: " << exporter->GetStatus().GetErrorString() << std::endl;
+ return false;
+ }
+
+ exportStatus = exporter->Export(mScene);
+
+ if (!exportStatus)
+ {
+ auto fbxStatus = exporter->GetStatus();
+
+ std::cerr << "Call to FbxExporter::Export failed" << std::endl;
+ std::cerr << "Error returned: " << fbxStatus.GetErrorString() << std::endl;
+ return false;
+ }
+ return true;
+}
+
+
+
+bool FbxFileWriter::appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned)
+{
+ createMaterials(meshData);
+
+ if (nonSkinned)
+ {
+ return appendNonSkinnedMesh(meshData, assetName);
+ }
+
+ /**
+ Get polygon count
+ */
+ uint32_t polygCount = meshData.submeshOffsets[meshData.meshCount * meshData.submeshCount] / 3;
+
+ FbxMesh* mesh = FbxMesh::Create(sdkManager.get(), "meshgeo");
+
+ FbxGeometryElementNormal* geNormal = mesh->CreateElementNormal();
+ geNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+ FbxGeometryElementUV* geUV = mesh->CreateElementUV("diffuseElement");
+ geUV->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
+ geUV->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+
+ FbxNode* meshNode = FbxNode::Create(mScene, "meshnode");
+ meshNode->SetNodeAttribute(mesh);
+ meshNode->SetShadingMode(FbxNode::eTextureShading);
+
+ FbxNode* lRootNode = mScene->GetRootNode();
+
+ mRenderLayer->AddMember(meshNode);
+
+ for (uint32_t i = 0; i < mMaterials.size(); ++i)
+ {
+ meshNode->AddMaterial(mMaterials[i]);
+ }
+
+ FbxSkin* skin = FbxSkin::Create(sdkManager.get(), "Skin of the thing");
+ skin->SetGeometry(mesh);
+
+ mesh->AddDeformer(skin);
+
+ /**
+ Create control points, copy data to buffers
+ */
+ addControlPoints(mesh, meshData);
+
+ auto normalsElem = mesh->GetElementNormal();
+ for (uint32_t i = 0; i < meshData.normalsCount; ++i)
+ {
+ auto& n = meshData.normals[i];
+ normalsElem->GetDirectArray().Add(FbxVector4(n.x, n.y, n.z, 0));
+ }
+ auto uvsElem = mesh->GetElementUV("diffuseElement");
+ for (uint32_t i = 0; i < meshData.uvsCount; ++i)
+ {
+ auto& uvs = meshData.uvs[i];
+ uvsElem->GetDirectArray().Add(FbxVector2(uvs.x, uvs.y));
+ }
+
+ FbxGeometryElementMaterial* matElement = mesh->CreateElementMaterial();
+ matElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ matElement->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
+
+
+ matElement->GetIndexArray().SetCount(polygCount);
+ normalsElem->GetIndexArray().SetCount(polygCount * 3);
+ uvsElem->GetIndexArray().SetCount(polygCount * 3);
+
+
+ std::cout << "Create chunks recursive" << std::endl;
+
+ //In order for Maya to correctly convert the axis of a skinned model there must be a common root node between the skeleton and the model
+ FbxNode* sceneRootNode = FbxNode::Create(sdkManager.get(), "sceneRoot");
+ lRootNode->AddChild(sceneRootNode);
+ sceneRootNode->AddChild(meshNode);
+
+ //UE4 cannot hide the root bone, so add a dummy chunk so chunk0 is not the root
+ FbxNode* skelRootNode = FbxNode::Create(sdkManager.get(), "root");
+ FbxSkeleton* skelAttrib = FbxSkeleton::Create(sdkManager.get(), "SkelRootAttrib");
+ skelAttrib->SetSkeletonType(FbxSkeleton::eRoot);
+ skelRootNode->SetNodeAttribute(skelAttrib);
+
+ sceneRootNode->AddChild(skelRootNode);
+
+ // Now walk the tree and create a skeleton with geometry at the same time
+ // Find a "root" chunk and walk the tree from there.
+ uint32_t chunkCount = NvBlastAssetGetChunkCount(meshData.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(meshData.asset, Nv::Blast::logLL);
+ uint32_t cpIdx = 0;
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ const NvBlastChunk* chunk = &chunks[i];
+
+ if (chunk->parentChunkIndex == UINT32_MAX)
+ {
+ uint32_t addedCps = createChunkRecursive(cpIdx, i, meshNode, skelRootNode, skin, meshData);
+ cpIdx += addedCps;
+ }
+ }
+
+ if (!mesh->GetElementSmoothing())
+ {
+ //If no smoothing groups, generate them
+ FbxGeometryConverter fbxConv(mesh->GetFbxManager());
+ if (fbxConv.ComputeEdgeSmoothingFromNormals(mesh))
+ {
+ fbxConv.ComputePolygonSmoothingFromEdgeSmoothing(mesh, 0);
+ }
+ }
+
+ if (meshData.hulls != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
+ }
+ return true;
+}
+
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h
new file mode 100644
index 0000000..985b32c
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h
@@ -0,0 +1,134 @@
+// 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 NVBLASTEXTEXPORTERFBXWRITER_H
+#define NVBLASTEXTEXPORTERFBXWRITER_H
+
+#include "NvBlastExtExporter.h"
+#include <memory>
+#include <vector>
+#include <map>
+
+namespace fbxsdk
+{
+ class FbxScene;
+ class FbxNode;
+ class FbxMesh;
+ class FbxSkin;
+ class FbxManager;
+ class FbxSurfaceMaterial;
+ class FbxDisplayLayer;
+}
+
+struct NvBlastAsset;
+
+namespace Nv
+{
+namespace Blast
+{
+class Mesh;
+struct Triangle;
+struct CollisionHull;
+
+class FbxFileWriter : public IMeshFileWriter
+{
+public:
+
+ /**
+ Initialize FBX sdk and create scene.
+ */
+ FbxFileWriter();
+ //~FbxFileWriter() = default;
+
+ virtual void release() override;
+
+ /**
+ Get current scene;
+ */
+ fbxsdk::FbxScene* getScene();
+
+ /**
+ Append rendermesh to scene. Meshes constructed from arrays of triangles.
+ */
+ virtual bool appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned) override;
+
+ /**
+ Append rendermesh to scene. Meshes constructed from arrays of vertex data (position, normal, uvs) and indices.
+ Position, normal and uv has separate index arrays.
+ */
+ virtual bool appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned) override;
+
+ /**
+ Save scene to file.
+ */
+ virtual bool saveToFile(const char* assetName, const char* outputPath) override;
+
+ /**
+ Set true if FBX should be saved in ASCII mode.
+ */
+ bool bOutputFBXAscii;
+
+private:
+ std::vector<fbxsdk::FbxSurfaceMaterial*> mMaterials;
+ fbxsdk::FbxScene* mScene;
+ fbxsdk::FbxDisplayLayer* mRenderLayer;
+
+ //TODO we should track for every memory allocation and deallocate it not only for sdkManager
+ std::shared_ptr<fbxsdk::FbxManager> sdkManager;
+ std::map<uint32_t, fbxsdk::FbxNode*> chunkNodes;
+ std::map<uint32_t, physx::PxVec3> worldChunkPivots;
+
+ bool appendNonSkinnedMesh(const AuthoringResult& aResult, const char* assetName);
+ bool appendNonSkinnedMesh(const ExporterMeshData& meshData, const char* assetName);
+ void createMaterials(const ExporterMeshData& meshData);
+ void createMaterials(const AuthoringResult& aResult);
+
+ /**
+ Append collision geometry to scene. Each node with collision geometry has "ParentalChunkIndex" property, which contain index of chunk
+ which this collision geometry belongs to.
+ */
+ bool appendCollisionMesh(uint32_t meshCount, uint32_t* offsets, CollisionHull** hulls, const char* assetName);
+
+ uint32_t addCollisionHulls(uint32_t chunkIndex, fbxsdk::FbxDisplayLayer* displayLayer, fbxsdk::FbxNode* parentNode, uint32_t hullsCount, CollisionHull** hulls);
+ uint32_t createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, fbxsdk::FbxNode *meshNode, fbxsdk::FbxNode* parentNode, fbxsdk::FbxSkin* skin, const AuthoringResult& aResult);
+ uint32_t createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, fbxsdk::FbxNode *meshNode, fbxsdk::FbxNode* parentNode, fbxsdk::FbxSkin* skin, const ExporterMeshData& meshData);
+
+ void createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, fbxsdk::FbxNode* parentNode,
+ const std::vector<fbxsdk::FbxSurfaceMaterial*>& materials, const AuthoringResult& aResult);
+
+ void createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, fbxsdk::FbxNode* parentNode,
+ const std::vector<fbxsdk::FbxSurfaceMaterial*>& materials, const ExporterMeshData& meshData);
+
+ void addControlPoints(fbxsdk::FbxMesh* mesh, const ExporterMeshData& meshData);
+ void addBindPose();
+};
+
+}
+}
+
+#endif // NVBLASTEXTEXPORTERFBXWRITER_H \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp
new file mode 100644
index 0000000..c19c931
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp
@@ -0,0 +1,107 @@
+// 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.
+
+
+#include "NvBlastExtExporterJsonCollision.h"
+#include "NvBlastExtAuthoringTypes.h"
+#include <PxVec3.h>
+#include <iostream>
+#include <sstream>
+#include <fstream>
+#include <iomanip>
+
+#define JS_NAME(name) "\"" << name << "\": "
+
+using namespace Nv::Blast;
+
+
+void serializaHullPolygon(std::ofstream& stream, const CollisionHull::HullPolygon& p, uint32_t indent)
+{
+ std::string sindent(indent, '\t');
+ std::string bindent(indent + 1, '\t');
+ stream << sindent << "{\n" <<
+ bindent << JS_NAME("mIndexBase") << p.mIndexBase << ",\n" <<
+ bindent << JS_NAME("mPlane") << "[" << p.mPlane[0] << ", " << p.mPlane[1] << ", " << p.mPlane[2] << ", " << p.mPlane[3] << "],\n" <<
+ bindent << JS_NAME("mNbVerts") << p.mNbVerts << "\n" <<
+ sindent << "}";
+}
+void serializeCollisionHull(std::ofstream& stream, const CollisionHull& hl, uint32_t indent)
+{
+ std::string sindent(indent, '\t');
+ std::string bindent(indent + 1, '\t');
+
+ stream << sindent << "{\n" << bindent << JS_NAME("indices") << "[";
+ for (uint32_t i = 0; i < hl.indicesCount; ++i)
+ {
+ stream << hl.indices[i];
+ if (i < hl.indicesCount - 1) stream << ", ";
+ }
+ stream << "],\n";
+ stream << bindent << JS_NAME("points") << "[";
+ for (uint32_t i = 0; i < hl.pointsCount; ++i)
+ {
+ auto& p = hl.points[i];
+ stream << p.x << ", " << p.y << ", " << p.z;
+ if (i < hl.pointsCount - 1) stream << ", ";
+ }
+ stream << "],\n";
+ stream << bindent << JS_NAME("polygonData") << "[\n";
+ for (uint32_t i = 0; i < hl.polygonDataCount; ++i)
+ {
+ serializaHullPolygon(stream, hl.polygonData[i], indent + 1);
+ if (i < hl.polygonDataCount - 1) stream << ", ";
+ stream << "\n";
+ }
+ stream << bindent << "]\n";
+ stream << sindent << "}";
+}
+
+bool JsonCollisionExporter::writeCollision(const char* path, uint32_t meshCount, const uint32_t* meshOffsets, const CollisionHull* hulls)
+{
+ std::ofstream stream(path, std::ios::out);
+ stream << std::fixed << std::setprecision(8);
+ if (!stream.is_open())
+ {
+ std::cout << "Can't open output stream" << std::endl;
+ return false;
+ }
+
+ stream << "{\n" << "\t" << JS_NAME("CollisionData") << "[\n";
+ for (uint32_t i = 0; i < meshCount; ++i)
+ {
+ stream << "\t\t" << "[\n";
+ for (uint32_t j = meshOffsets[i]; j < meshOffsets[i + 1]; ++j)
+ {
+ serializeCollisionHull(stream, hulls[j], 3);
+ stream << ((j < meshOffsets[i + 1] - 1) ? ",\n" : "\n");
+ }
+ stream << "\t\t" << ((i < meshCount - 1) ? "], \n" : "]\n");
+ }
+ stream << "\t]\n}";
+ stream.close();
+ return true;
+};
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp
new file mode 100644
index 0000000..95efb3e
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp
@@ -0,0 +1,130 @@
+// 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.
+
+
+#include "NvBlastExtExporterObjReader.h"
+
+#pragma warning(push)
+#pragma warning(disable:4706)
+#pragma warning(disable:4702)
+#define TINYOBJLOADER_IMPLEMENTATION
+#include "tiny_obj_loader.h"
+#pragma warning(pop)
+
+
+#include <iostream>
+#include "PxVec3.h"
+#include "PxVec2.h"
+#include "NvBlastExtAuthoringMesh.h"
+
+using physx::PxVec3;
+using physx::PxVec2;
+using namespace Nv::Blast;
+
+ObjFileReader::ObjFileReader()
+{
+}
+
+void ObjFileReader::release()
+{
+ delete this;
+}
+
+void ObjFileReader::loadFromFile(const char* filename)
+{
+ std::vector<tinyobj::shape_t> shapes;
+ std::vector<tinyobj::material_t> mats;
+ std::string err;
+ std::string mtlPath;
+ bool ret = tinyobj::LoadObj(shapes, mats, err, filename);
+ // can't load?
+ if (!ret)
+ {
+ return;
+ }
+ if (shapes.size() > 1)
+ {
+ std::cout << "Can load only one object per mesh" << std::endl;
+ }
+
+ mVertexPositions.clear();
+ mVertexNormals.clear();
+ mVertexUv.clear();
+ mIndices.clear();
+
+ auto& psVec = shapes[0].mesh.positions;
+ for (uint32_t i = 0; i < psVec.size() / 3; ++i)
+ {
+ mVertexPositions.push_back(PxVec3(psVec[i * 3], psVec[i * 3 + 1], psVec[i * 3 + 2]));
+ }
+ auto& nmVec = shapes[0].mesh.normals;
+ for (uint32_t i = 0; i < nmVec.size() / 3; ++i)
+ {
+ mVertexNormals.push_back(PxVec3(nmVec[i * 3], nmVec[i * 3 + 1], nmVec[i * 3 + 2]));
+ }
+ auto& txVec = shapes[0].mesh.texcoords;
+ for (uint32_t i = 0; i < txVec.size() / 2; ++i)
+ {
+ mVertexUv.push_back(PxVec2(txVec[i * 2], txVec[i * 2 + 1]));
+ }
+
+ mIndices = shapes[0].mesh.indices;
+
+}
+
+
+bool ObjFileReader::isCollisionLoaded()
+{
+ return false;
+};
+
+
+uint32_t ObjFileReader::getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull** hulls)
+{
+ NV_UNUSED(hulls);
+ return false;
+};
+
+physx::PxVec3* ObjFileReader::getPositionArray()
+{
+ return mVertexPositions.data();
+};
+
+physx::PxVec3* ObjFileReader::getNormalsArray()
+{
+ return mVertexNormals.data();
+};
+
+physx::PxVec2* ObjFileReader::getUvArray()
+{
+ return mVertexUv.data();
+};
+
+uint32_t* ObjFileReader::getIndexArray()
+{
+ return mIndices.data();
+}; \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h
new file mode 100644
index 0000000..f80f8f9
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h
@@ -0,0 +1,122 @@
+// 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 NVBLASTEXTEXPORTEROBJREADER_H
+#define NVBLASTEXTEXPORTEROBJREADER_H
+#include <memory>
+#include <string>
+#include <vector>
+#include "NvBlastExtExporter.h"
+
+namespace Nv
+{
+namespace Blast
+{
+class Mesh;
+
+class ObjFileReader : public IMeshFileReader
+{
+public:
+ ObjFileReader();
+ ~ObjFileReader() = default;
+
+ virtual void release() override;
+
+ /*
+ Load from the specified file path, returning a mesh or nullptr if failed
+ */
+ virtual void loadFromFile(const char* filename) override;
+
+ virtual uint32_t getVerticesCount() const override
+ {
+ return mVertexPositions.size();
+ }
+
+ virtual uint32_t getIdicesCount() const override
+ {
+ return mIndices.size();
+ }
+
+ /**
+ Check whether file contained an collision geometry
+ */
+ virtual bool isCollisionLoaded() override;
+
+ /**
+ Retrieve collision geometry if it exist
+ */
+ virtual uint32_t getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull** hulls) override;
+
+ /**
+ Get loaded vertex positions
+ */
+ virtual physx::PxVec3* getPositionArray() override;
+ /**
+ Get loaded vertex normals
+ */
+ virtual physx::PxVec3* getNormalsArray() override;
+ /**
+ Get loaded vertex uv-coordinates
+ */
+ virtual physx::PxVec2* getUvArray() override;
+ /**
+ Get loaded triangle indices
+ */
+ virtual uint32_t* getIndexArray() override;
+
+ /**
+ Get loaded per triangle material ids. Currently not supported by OBJ.
+ */
+ int32_t* getMaterialIds() override { return nullptr; };
+
+ /**
+ Get loaded per triangle smoothing groups. Currently not supported by OBJ.
+ */
+ int32_t* getSmoothingGroups() override { return nullptr; };
+
+ /**
+ Get material name. Currently not supported by OBJ.
+ */
+ char* getMaterialName(int32_t id) override { return nullptr; }
+
+ /**
+ Get material count.
+ */
+ int32_t getMaterialCount() { return 0; };
+
+private:
+ std::vector<physx::PxVec3> mVertexPositions;
+ std::vector<physx::PxVec3> mVertexNormals;
+ std::vector<physx::PxVec2> mVertexUv;
+ std::vector<uint32_t> mIndices;
+};
+
+}
+}
+
+#endif // NVBLASTEXTEXPORTEROBJREADER_H \ No newline at end of file
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp
new file mode 100644
index 0000000..a49e28f
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp
@@ -0,0 +1,188 @@
+// 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.
+
+
+#include "NvBlastExtExporterObjWriter.h"
+#include <PxVec3.h>
+#include <sstream>
+#include "NvBlastExtAuthoringTypes.h"
+#include "NvBlastExtAuthoringMesh.h"
+
+
+using namespace physx;
+using namespace Nv::Blast;
+
+char* gTexPath = "";
+
+void ObjFileWriter::release()
+{
+ delete this;
+}
+
+bool ObjFileWriter::appendMesh(const AuthoringResult& aResult, const char* /*assetName*/, bool /*nonSkinned*/)
+{
+ mMeshData = std::shared_ptr<ExporterMeshData>(new ExporterMeshData(), [](ExporterMeshData* md)
+ {
+ //delete[] md->hulls;
+ //delete[] md->hullsOffsets;
+ delete[] md->normals;
+ //delete[] md->normIndex;
+ delete[] md->posIndex;
+ delete[] md->positions;
+ delete[] md->submeshOffsets;
+ //delete[] md->texIndex;
+ delete[] md->submeshNames;
+ delete[] md->uvs;
+ delete md;
+ });
+ ExporterMeshData& md = *mMeshData.get();
+ uint32_t triCount = aResult.geometryOffset[aResult.chunkCount];
+ md.meshCount = aResult.chunkCount;
+ md.submeshOffsets = new uint32_t[md.meshCount + 1];
+ for (uint32_t i = 0; i < md.meshCount + 1; i++)
+ {
+ md.submeshOffsets[i] = aResult.geometryOffset[i] * 3;
+ }
+ //md.submeshOffsets = md.meshOffsets;
+ md.submeshCount = 1;
+ //md.indicesCount = triCount * 3;
+ md.positionsCount = triCount * 3;
+ md.normalsCount = md.positionsCount;
+ md.uvsCount = md.positionsCount;
+ md.positions = new PxVec3[md.positionsCount];
+ md.normals = new PxVec3[md.normalsCount];
+ md.uvs = new PxVec2[md.uvsCount];
+ md.posIndex = new uint32_t[triCount * 3];
+ md.normIndex = md.posIndex;
+ md.texIndex = md.posIndex;
+ md.submeshNames = new const char*[1]{ gTexPath };
+ for (uint32_t vc = 0; vc < triCount; ++vc)
+ {
+ Triangle& tri = aResult.geometry[vc];
+ uint32_t i = vc * 3;
+ md.positions[i+0] = tri.a.p;
+ md.positions[i+1] = tri.b.p;
+ md.positions[i+2] = tri.c.p;
+
+ md.normals[i+0] = tri.a.n;
+ md.normals[i+1] = tri.b.n;
+ md.normals[i+2] = tri.c.n;
+
+ md.uvs[i+0] = tri.a.uv[0];
+ md.uvs[i+1] = tri.b.uv[0];
+ md.uvs[i+2] = tri.c.uv[0];
+
+ md.posIndex[i + 0] = i + 0;
+ md.posIndex[i + 1] = i + 1;
+ md.posIndex[i + 2] = i + 2;
+ }
+ return true;
+}
+
+bool ObjFileWriter::appendMesh(const ExporterMeshData& meshData, const char* /*assetName*/, bool /*nonSkinned*/)
+{
+ mMeshData = std::shared_ptr<ExporterMeshData>(new ExporterMeshData(meshData));
+ return true;
+}
+
+bool ObjFileWriter::saveToFile(const char* assetName, const char* outputPath)
+{
+ if (mMeshData.get() == nullptr)
+ {
+ return false;
+ }
+ const ExporterMeshData& md = *mMeshData.get();
+
+ uint32_t chunkCount = md.meshCount;
+
+ // export materials (mtl file)
+ {
+ std::ostringstream mtlFilePath;
+ mtlFilePath << outputPath << "\\" << assetName << ".mtl";
+ FILE* f = fopen(mtlFilePath.str().c_str(), "w");
+ if (!f)
+ return false;
+
+ for (uint32_t submeshIndex = 0; submeshIndex < md.submeshCount; ++submeshIndex)
+ {
+ fprintf(f, "newmtl mat%d\n", submeshIndex);
+ fprintf(f, "\tmap_Kd %s\n", md.submeshNames[submeshIndex]);
+ fprintf(f, "\n");
+ }
+
+ fclose(f);
+ }
+
+ /// Export geometry to *.obj file
+ {
+ std::ostringstream objFilePath;
+ objFilePath << outputPath << "\\" << assetName << ".obj";
+ FILE* f = fopen(objFilePath.str().c_str(), "w");
+ if (!f)
+ return false;
+
+ fprintf(f, "mtllib %s.mtl\n", assetName);
+ fprintf(f, "o frac \n");
+
+
+ /// Write compressed vertices
+ for (uint32_t i = 0; i < md.positionsCount; ++i)
+ {
+ fprintf(f, "v %.4f %.4f %.4f\n", md.positions[i].x, md.positions[i].y, md.positions[i].z);
+ }
+ for (uint32_t i = 0; i < md.normalsCount; ++i)
+ {
+ fprintf(f, "vn %.4f %.4f %.4f\n", md.normals[i].x, md.normals[i].y, md.normals[i].z);
+ }
+ for (uint32_t i = 0; i < md.uvsCount; ++i)
+ {
+ fprintf(f, "vt %.4f %.4f\n", md.uvs[i].x, md.uvs[i].y);
+ }
+
+ for (uint32_t chunkIndex = 0; chunkIndex < chunkCount; ++chunkIndex)
+ {
+ for (uint32_t submeshIndex = 0; submeshIndex < md.submeshCount; ++submeshIndex)
+ {
+ uint32_t firstIdx = md.submeshOffsets[chunkIndex * md.submeshCount + submeshIndex];
+ uint32_t lastIdx = md.submeshOffsets[chunkIndex * md.submeshCount + submeshIndex + 1];
+ fprintf(f, "g %d_%d \n", chunkIndex, submeshIndex);
+ fprintf(f, "usemtl mat%d\n", submeshIndex);
+
+ for (uint32_t i = firstIdx; i < lastIdx; i += 3)
+ {
+ fprintf(f, "f %d/%d/%d ", md.posIndex[i] + 1, md.texIndex[i] + 1, md.normIndex[i] + 1);
+ fprintf(f, "%d/%d/%d ", md.posIndex[i + 1] + 1, md.texIndex[i + 1] + 1, md.normIndex[i + 1] + 1);
+ fprintf(f, "%d/%d/%d \n", md.posIndex[i + 2] + 1, md.texIndex[i + 2] + 1, md.normIndex[i + 2] + 1);
+ }
+ }
+ }
+ fclose(f);
+ }
+ return true;
+
+}
+
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h
new file mode 100644
index 0000000..3152d42
--- /dev/null
+++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h
@@ -0,0 +1,73 @@
+// 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 NVBLASTEXTEXPORTEROBJWRITER_H
+#define NVBLASTEXTEXPORTEROBJWRITER_H
+
+#include "NvBlastExtExporter.h"
+#include <memory>
+#include <vector>
+#include <PxVec2.h>
+#include <PxVec3.h>
+
+struct NvBlastAsset;
+
+namespace Nv
+{
+namespace Blast
+{
+
+class ObjFileWriter : public IMeshFileWriter
+{
+public:
+
+ ObjFileWriter() {};
+ ~ObjFileWriter() = default;
+
+ virtual void release() override;
+
+ virtual bool appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned) override;
+
+ /**
+ Append rendermesh to scene. Meshes constructed from arrays of vertices and indices
+ */
+ virtual bool appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned) override;
+
+ /**
+ Save scene to file.
+ */
+ virtual bool saveToFile(const char* assetName, const char* outputPath) override;
+
+private:
+ std::shared_ptr<ExporterMeshData> mMeshData;
+};
+
+}
+}
+
+#endif // NVBLASTEXTEXPORTEROBJWRITER_H \ No newline at end of file