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-rw-r--r--NvBlast/tools/common/FbxFileWriter.h49
1 files changed, 49 insertions, 0 deletions
diff --git a/NvBlast/tools/common/FbxFileWriter.h b/NvBlast/tools/common/FbxFileWriter.h
new file mode 100644
index 0000000..646d1ec
--- /dev/null
+++ b/NvBlast/tools/common/FbxFileWriter.h
@@ -0,0 +1,49 @@
+#pragma once
+#include "IMeshFileWriter.h"
+#include "fbxsdk.h"
+#include <memory>
+
+struct NvBlastAsset;
+
+class FbxFileWriter : public IMeshFileWriter
+{
+public:
+
+ FbxFileWriter();
+ ~FbxFileWriter() = default;
+
+ virtual bool saveToFile(const NvBlastAsset* asset, std::vector<std::vector<Nv::Blast::Triangle>> chunksGeometry, std::string assetName, std::string outputPath) override;
+
+
+
+ virtual bool saveToFile(const NvBlastAsset* asset, const std::string& name, const std::string& outputPath, const std::vector<physx::PxVec3>& pos, const std::vector<physx::PxVec3>& norm,
+ const std::vector<physx::PxVec2>& uvs,
+ const std::vector<std::vector<std::vector<int32_t> > >& posIndex,
+ const std::vector<std::vector<std::vector<int32_t> > >& normIndex,
+ const std::vector<std::vector<std::vector<int32_t> > >& texIndex,
+ const std::vector<std::string>& texPathes,
+ const uint32_t submeshCount) override;
+
+ virtual bool saveToFile(const NvBlastAsset* asset, const std::string& name, const std::string& outputPath, const std::vector<physx::PxVec3>& pos, const std::vector<physx::PxVec3>& norm, const std::vector<physx::PxVec2>& uvs,
+ const std::vector<std::vector<std::vector<int32_t> > >& indices) override;
+
+ bool bOutputFBXAscii;
+
+private:
+
+ uint32_t currentDepth;
+
+ std::shared_ptr<FbxManager> sdkManager;
+
+ uint32_t createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const NvBlastAsset* asset, std::vector<std::vector<Nv::Blast::Triangle>> chunksGeometry);
+
+ uint32_t createChunkRecursive(uint32_t currentCpIdx, uint32_t chunkIndex, FbxNode *meshNode, FbxNode* parentNode, FbxSkin* skin, const NvBlastAsset* asset,
+ const std::vector<std::vector<std::vector<int32_t> > >& posIndex,
+ const std::vector<std::vector<std::vector<int32_t> > >& normIndex,
+ const std::vector<std::vector<std::vector<int32_t> > >& texIndex);
+
+ void addControlPoints(FbxMesh* mesh, const std::vector<physx::PxVec3>& pos, std::vector<std::vector<std::vector<int32_t> > >& posIndex);
+
+ bool finalizeFbxAndSave(FbxScene* scene, FbxSkin* skin, const std::string& outputPath, const std::string& name);
+
+};