diff options
Diffstat (limited to 'sdk/extensions/exporter/source')
12 files changed, 3543 insertions, 3513 deletions
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporter.cpp b/sdk/extensions/exporter/source/NvBlastExtExporter.cpp index 405c4a4..790d408 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporter.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporter.cpp @@ -1,58 +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) 2018 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; -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#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 index edf6c16..99600fd 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.cpp @@ -1,636 +1,636 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - -#include "NvBlastExtExporterFbxReader.h" -#include "NvBlastExtExporterFbxUtils.h" -#include "NvBlastGlobals.h" -#include <fbxsdk.h> -#include <iostream> -#include <algorithm> -#include <cctype> -#include <sstream> -#include <unordered_map> - -#include "PxVec3.h" -#include "PxVec2.h" -#include "PxPlane.h" -#include "NvBlastExtAuthoringMesh.h" -#include "NvBlastExtAuthoringBondGenerator.h" -#include "NvBlastExtAuthoringCollisionBuilder.h" - -using physx::PxVec3; -using physx::PxVec2; - -using namespace Nv::Blast; - -FbxFileReader::FbxFileReader() -{ - mMeshCount = 0; - mChunkCount = 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) - { - manager->Destroy(); - }); - - mChunkCount = 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); - } - - FbxGeometryConverter geoConverter(sdkManager.get()); - 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; - - if (meshNodes.size() > 1) - { - FbxArray<FbxNode*> tempMeshArray; - tempMeshArray.Resize((int)meshNodes.size()); - for (size_t i = 0; i < meshNodes.size(); i++) - { - FbxMesh* mesh = meshNodes[i]->GetMesh(); - if (mesh->GetDeformerCount(FbxDeformer::eSkin) != 0) - { - std::cerr << "Multi-part mesh " << meshNodes[i]->GetName() << " is already skinned, not sure what to do" << std::endl; - return; - } - //Add a one-bone skin so later when we merge meshes the connection to the chunk transform will stick, this handles the non-skinned layout of the FBX file - FbxSkin* skin = FbxSkin::Create(scene, (std::string(meshNodes[i]->GetName()) + "_skin").c_str()); - mesh->AddDeformer(skin); - FbxCluster* cluster = FbxCluster::Create(skin, (std::string(meshNodes[i]->GetName()) + "_cluster").c_str()); - skin->AddCluster(cluster); - cluster->SetLink(meshNodes[i]); - const int cpCount = mesh->GetControlPointsCount(); - cluster->SetControlPointIWCount(cpCount); - //Fully weight to the one bone - int* cpIdx = cluster->GetControlPointIndices(); - double* cpWeights = cluster->GetControlPointWeights(); - for (int cp = 0; cp < cpCount; cp++) - { - cpIdx[cp] = cp; - cpWeights[cp] = 1.0; - } - tempMeshArray.SetAt(int(i), meshNodes[i]); - } - meshNodes.resize(1); - meshNodes[0] = geoConverter.MergeMeshes(tempMeshArray, "MergedMesh", scene); - } - - if (meshNodes.empty()) - { - return; - } - - FbxNode* meshNode = meshNodes[0]; - FbxMesh* mesh = meshNode->GetMesh(); - - // Verify that the mesh is triangulated. - bool bAllTriangles = mesh->IsTriangleMesh(); - if (!bAllTriangles) - { - //try letting the FBX SDK triangulate it - geoConverter.Triangulate(mesh, true); - bAllTriangles = mesh->IsTriangleMesh(); - } - - int polyCount = mesh->GetPolygonCount(); - 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); - FbxAMatrix normalTransf = trans.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); - auto smLayer = mesh->GetElementSmoothing(); - - const int triangleIndexMappingUnflipped[3] = { 0, 1, 2 }; - const int triangleIndexMappingFlipped[3] = { 2, 1, 0 }; - const int* triangleIndexMapping = trans.Determinant() < 0 ? triangleIndexMappingFlipped : triangleIndexMappingUnflipped; - - for (int i = 0; i < polyCount; i++) - { - for (int vi = 0; vi < 3; vi++) - { - int polyCPIdx = polyVertices[i*3+ triangleIndexMapping[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)); - } - if (smLayer != nullptr) - { - mSmoothingGroups.push_back(smLayer->GetDirectArray().GetAt(i)); - } - } - - mVertexPositions = positions; - mVertexNormals = normals; - mVertexUv = uv; - mIndices = indices; - - getBoneInfluencesInternal(mesh); -} - -int32_t* FbxFileReader::getSmoothingGroups() -{ - if (!mSmoothingGroups.empty()) - { - return mSmoothingGroups.data(); - } - else - { - return nullptr; - } -} - -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()) - { - hullsOffset = nullptr; - hulls = nullptr; - return 0; - } - hullsOffset = (uint32_t*)NVBLAST_ALLOC(sizeof(uint32_t) * mHullsOffset.size()); - memcpy(hullsOffset, mHullsOffset.data(), sizeof(uint32_t) * mHullsOffset.size()); - - - hulls = (Nv::Blast::CollisionHull**)NVBLAST_ALLOC(sizeof(Nv::Blast::CollisionHull*) * mHulls.size()); - for (size_t i = 0; i < mHulls.size(); i++) - { - //This deep-copies the data inside - hulls[i] = new CollisionHullImpl(mHulls[i]); - } - return mMeshCount; -} - -bool FbxFileReader::getCollisionInternal() -{ - mHulls.clear(); - 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()); - - uint32_t currentHullCount = 0; - uint32_t prevParentIndex = 0; - mHullsOffset[0] = currentHullCount; - - for (auto p : mCollisionNodes) // it should be sorted by chunk id - { - uint32_t parentIndex = p.first; - if (prevParentIndex != parentIndex) - { - for (uint32_t m = prevParentIndex + 1; m < parentIndex; m++) - { - //copy these if there were no collision meshes - mHullsOffset[m] = mHullsOffset[prevParentIndex]; - } - mHullsOffset[parentIndex] = currentHullCount; - prevParentIndex = parentIndex; - } - Nv::Blast::CollisionHull& chull = mHulls[currentHullCount]; - currentHullCount++; - - FbxMesh* meshNode = p.second->GetMesh(); - - FbxAMatrix nodeTransform = getTransformForNode(p.second); - FbxAMatrix nodeTransformNormal = nodeTransform.Inverse().Transpose(); - - //PhysX seems to care about having welding verticies. - //Probably doing a dumb search is fast enough since how big could the convex hulls possibly be? - std::vector<FbxVector4> uniqueCPValues; - uniqueCPValues.reserve(meshNode->GetControlPointsCount()); - std::vector<uint32_t> originalToNewCPMapping(meshNode->GetControlPointsCount(), ~0U); - - FbxVector4* vpos = meshNode->GetControlPoints(); - for (int32_t i = 0; i < meshNode->GetControlPointsCount(); ++i) - { - FbxVector4 worldVPos = nodeTransform.MultT(*vpos); - bool found = false; - for (size_t j = 0; j < uniqueCPValues.size(); j++) - { - if (uniqueCPValues[j] == worldVPos) - { - originalToNewCPMapping[i] = uint32_t(j); - found = true; - break; - } - } - if (!found) - { - originalToNewCPMapping[i] = uint32_t(uniqueCPValues.size()); - uniqueCPValues.push_back(worldVPos); - } - vpos++; - } - - chull.points = new PxVec3[uniqueCPValues.size()]; - chull.pointsCount = uint32_t(uniqueCPValues.size()); - - physx::PxVec3 hullCentroid(0.0f); - - for (uint32_t i = 0; i < chull.pointsCount; ++i) - { - const FbxVector4& worldVPos = uniqueCPValues[i]; - chull.points[i].x = (float)worldVPos[0]; - chull.points[i].y = (float)worldVPos[1]; - chull.points[i].z = (float)worldVPos[2]; - hullCentroid += chull.points[i]; - } - - if (chull.pointsCount) - { - hullCentroid /= (float)chull.pointsCount; - } - - uint32_t polyCount = meshNode->GetPolygonCount(); - chull.polygonData = new Nv::Blast::CollisionHull::HullPolygon[polyCount]; - chull.polygonDataCount = polyCount; - - chull.indicesCount = meshNode->GetPolygonVertexCount(); - chull.indices = new uint32_t[chull.indicesCount]; - uint32_t curIndexCount = 0; - - for (uint32_t poly = 0; poly < polyCount; ++poly) - { - int32_t vInPolyCount = meshNode->GetPolygonSize(poly); - auto& pd = chull.polygonData[poly]; - pd.mIndexBase = (uint16_t)curIndexCount; - pd.mNbVerts = (uint16_t)vInPolyCount; - int32_t* ind = &meshNode->GetPolygonVertices()[meshNode->GetPolygonVertexIndex(poly)]; - uint32_t* destInd = chull.indices + curIndexCount; - for (int32_t v = 0; v < vInPolyCount; v++) - { - destInd[v] = originalToNewCPMapping[ind[v]]; - } - curIndexCount += vInPolyCount; - - //Don't depend on the normals to create the plane normal, they could be wrong - PxVec3 lastThreeVerts[3] = { - chull.points[chull.indices[curIndexCount - 1]], - chull.points[chull.indices[curIndexCount - 2]], - chull.points[chull.indices[curIndexCount - 3]] - }; - - physx::PxPlane plane(lastThreeVerts[0], lastThreeVerts[1], lastThreeVerts[2]); - plane.normalize(); - - const float s = plane.n.dot(lastThreeVerts[0] - hullCentroid) >= 0.0f ? 1.0f : -1.0f; - - pd.mPlane[0] = s*plane.n.x; - pd.mPlane[1] = s*plane.n.y; - pd.mPlane[2] = s*plane.n.z; - pd.mPlane[3] = s*plane.d; - } - } - - //Set the end marker - for (uint32_t m = prevParentIndex + 1; m <= mMeshCount; m++) - { - //copy these if there were no collision meshes - mHullsOffset[m] = currentHullCount; - } - - 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) -{ - std::unordered_map<FbxNode*, uint32_t> boneToChunkIndex; - - if (meshNode->GetDeformerCount() != 1) - { - std::cout << "Can't create bone mapping: There is no mesh deformers...: " << std::endl; - return false; - } - mVertexToContainingChunkMap.clear(); - mVertexToContainingChunkMap.resize(mVertexPositions.size()); - std::vector<uint32_t> controlToParentChunkMap; - controlToParentChunkMap.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; - } - //We want the number of chunks not the bones in the FBX file - mChunkCount = 0; - - for (int32_t i = 0; i < def->GetClusterCount(); ++i) - { - FbxCluster* cls = def->GetCluster(i); - FbxNode* bone = cls->GetLink(); - - uint32_t myChunkIndex; - auto findIt = boneToChunkIndex.find(bone); - if (findIt != boneToChunkIndex.end()) - { - myChunkIndex = findIt->second; - } - else - { - myChunkIndex = FbxUtils::getChunkIndexForNode(bone); - if (myChunkIndex == UINT32_MAX) - { - //maybe an old file? - myChunkIndex = FbxUtils::getChunkIndexForNodeBackwardsCompatible(bone); - } - - if (myChunkIndex == UINT32_MAX) - { - std::cerr << "Not sure what to do with node " << bone->GetName() << ". is this a chunk?" << std::endl; - } - - boneToChunkIndex.emplace(bone, myChunkIndex); - if (myChunkIndex >= mChunkCount) - { - mChunkCount = myChunkIndex + 1; - } - } - - int32_t* cpIndx = cls->GetControlPointIndices(); - for (int32_t j = 0; j < cls->GetControlPointIndicesCount(); ++j) - { - controlToParentChunkMap[*cpIndx] = myChunkIndex; - ++cpIndx; - } - } - - int* polyVertices = meshNode->GetPolygonVertices(); - uint32_t lv = 0; - for (int i = 0; i < meshNode->GetPolygonCount(); i++) - { - for (int vi = 0; vi < 3; vi++) - { - mVertexToContainingChunkMap[lv] = controlToParentChunkMap[*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) * mVertexToContainingChunkMap.size())); - memcpy(out, mVertexToContainingChunkMap.data(), sizeof(uint32_t) * mVertexToContainingChunkMap.size()); - return mVertexToContainingChunkMap.size(); -} - -uint32_t FbxFileReader::getBoneCount() -{ - return mChunkCount; -} - -const char* FbxFileReader::getMaterialName(int32_t id) -{ - if (id < int32_t(mMaterialNames.size()) && id >= 0) - { - return mMaterialNames[id].c_str(); - } - else - { - return nullptr; - } -} - -int32_t* FbxFileReader::getMaterialIds() -{ - if (mMaterialIds.empty()) - { - return nullptr; - } - return mMaterialIds.data(); -} +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+#include "NvBlastExtExporterFbxReader.h"
+#include "NvBlastExtExporterFbxUtils.h"
+#include "NvBlastGlobals.h"
+#include <fbxsdk.h>
+#include <iostream>
+#include <algorithm>
+#include <cctype>
+#include <sstream>
+#include <unordered_map>
+
+#include "PxVec3.h"
+#include "PxVec2.h"
+#include "PxPlane.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include "NvBlastExtAuthoringBondGenerator.h"
+#include "NvBlastExtAuthoringCollisionBuilder.h"
+
+using physx::PxVec3;
+using physx::PxVec2;
+
+using namespace Nv::Blast;
+
+FbxFileReader::FbxFileReader()
+{
+ mMeshCount = 0;
+ mChunkCount = 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)
+ {
+ manager->Destroy();
+ });
+
+ mChunkCount = 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);
+ }
+
+ FbxGeometryConverter geoConverter(sdkManager.get());
+ 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;
+
+ if (meshNodes.size() > 1)
+ {
+ FbxArray<FbxNode*> tempMeshArray;
+ tempMeshArray.Resize((int)meshNodes.size());
+ for (size_t i = 0; i < meshNodes.size(); i++)
+ {
+ FbxMesh* mesh = meshNodes[i]->GetMesh();
+ if (mesh->GetDeformerCount(FbxDeformer::eSkin) != 0)
+ {
+ std::cerr << "Multi-part mesh " << meshNodes[i]->GetName() << " is already skinned, not sure what to do" << std::endl;
+ return;
+ }
+ //Add a one-bone skin so later when we merge meshes the connection to the chunk transform will stick, this handles the non-skinned layout of the FBX file
+ FbxSkin* skin = FbxSkin::Create(scene, (std::string(meshNodes[i]->GetName()) + "_skin").c_str());
+ mesh->AddDeformer(skin);
+ FbxCluster* cluster = FbxCluster::Create(skin, (std::string(meshNodes[i]->GetName()) + "_cluster").c_str());
+ skin->AddCluster(cluster);
+ cluster->SetLink(meshNodes[i]);
+ const int cpCount = mesh->GetControlPointsCount();
+ cluster->SetControlPointIWCount(cpCount);
+ //Fully weight to the one bone
+ int* cpIdx = cluster->GetControlPointIndices();
+ double* cpWeights = cluster->GetControlPointWeights();
+ for (int cp = 0; cp < cpCount; cp++)
+ {
+ cpIdx[cp] = cp;
+ cpWeights[cp] = 1.0;
+ }
+ tempMeshArray.SetAt(int(i), meshNodes[i]);
+ }
+ meshNodes.resize(1);
+ meshNodes[0] = geoConverter.MergeMeshes(tempMeshArray, "MergedMesh", scene);
+ }
+
+ if (meshNodes.empty())
+ {
+ return;
+ }
+
+ FbxNode* meshNode = meshNodes[0];
+ FbxMesh* mesh = meshNode->GetMesh();
+
+ // Verify that the mesh is triangulated.
+ bool bAllTriangles = mesh->IsTriangleMesh();
+ if (!bAllTriangles)
+ {
+ //try letting the FBX SDK triangulate it
+ geoConverter.Triangulate(mesh, true);
+ bAllTriangles = mesh->IsTriangleMesh();
+ }
+
+ int polyCount = mesh->GetPolygonCount();
+ 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);
+ FbxAMatrix normalTransf = trans.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);
+ auto smLayer = mesh->GetElementSmoothing();
+
+ const int triangleIndexMappingUnflipped[3] = { 0, 1, 2 };
+ const int triangleIndexMappingFlipped[3] = { 2, 1, 0 };
+ const int* triangleIndexMapping = trans.Determinant() < 0 ? triangleIndexMappingFlipped : triangleIndexMappingUnflipped;
+
+ for (int i = 0; i < polyCount; i++)
+ {
+ for (int vi = 0; vi < 3; vi++)
+ {
+ int polyCPIdx = polyVertices[i*3+ triangleIndexMapping[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));
+ }
+ if (smLayer != nullptr)
+ {
+ mSmoothingGroups.push_back(smLayer->GetDirectArray().GetAt(i));
+ }
+ }
+
+ mVertexPositions = positions;
+ mVertexNormals = normals;
+ mVertexUv = uv;
+ mIndices = indices;
+
+ getBoneInfluencesInternal(mesh);
+}
+
+int32_t* FbxFileReader::getSmoothingGroups()
+{
+ if (!mSmoothingGroups.empty())
+ {
+ return mSmoothingGroups.data();
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+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())
+ {
+ hullsOffset = nullptr;
+ hulls = nullptr;
+ return 0;
+ }
+ hullsOffset = (uint32_t*)NVBLAST_ALLOC(sizeof(uint32_t) * mHullsOffset.size());
+ memcpy(hullsOffset, mHullsOffset.data(), sizeof(uint32_t) * mHullsOffset.size());
+
+
+ hulls = (Nv::Blast::CollisionHull**)NVBLAST_ALLOC(sizeof(Nv::Blast::CollisionHull*) * mHulls.size());
+ for (size_t i = 0; i < mHulls.size(); i++)
+ {
+ //This deep-copies the data inside
+ hulls[i] = new CollisionHullImpl(mHulls[i]);
+ }
+ return mMeshCount;
+}
+
+bool FbxFileReader::getCollisionInternal()
+{
+ mHulls.clear();
+ 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());
+
+ uint32_t currentHullCount = 0;
+ uint32_t prevParentIndex = 0;
+ mHullsOffset[0] = currentHullCount;
+
+ for (auto p : mCollisionNodes) // it should be sorted by chunk id
+ {
+ uint32_t parentIndex = p.first;
+ if (prevParentIndex != parentIndex)
+ {
+ for (uint32_t m = prevParentIndex + 1; m < parentIndex; m++)
+ {
+ //copy these if there were no collision meshes
+ mHullsOffset[m] = mHullsOffset[prevParentIndex];
+ }
+ mHullsOffset[parentIndex] = currentHullCount;
+ prevParentIndex = parentIndex;
+ }
+ Nv::Blast::CollisionHull& chull = mHulls[currentHullCount];
+ currentHullCount++;
+
+ FbxMesh* meshNode = p.second->GetMesh();
+
+ FbxAMatrix nodeTransform = getTransformForNode(p.second);
+ FbxAMatrix nodeTransformNormal = nodeTransform.Inverse().Transpose();
+
+ //PhysX seems to care about having welding verticies.
+ //Probably doing a dumb search is fast enough since how big could the convex hulls possibly be?
+ std::vector<FbxVector4> uniqueCPValues;
+ uniqueCPValues.reserve(meshNode->GetControlPointsCount());
+ std::vector<uint32_t> originalToNewCPMapping(meshNode->GetControlPointsCount(), ~0U);
+
+ FbxVector4* vpos = meshNode->GetControlPoints();
+ for (int32_t i = 0; i < meshNode->GetControlPointsCount(); ++i)
+ {
+ FbxVector4 worldVPos = nodeTransform.MultT(*vpos);
+ bool found = false;
+ for (size_t j = 0; j < uniqueCPValues.size(); j++)
+ {
+ if (uniqueCPValues[j] == worldVPos)
+ {
+ originalToNewCPMapping[i] = uint32_t(j);
+ found = true;
+ break;
+ }
+ }
+ if (!found)
+ {
+ originalToNewCPMapping[i] = uint32_t(uniqueCPValues.size());
+ uniqueCPValues.push_back(worldVPos);
+ }
+ vpos++;
+ }
+
+ chull.points = new PxVec3[uniqueCPValues.size()];
+ chull.pointsCount = uint32_t(uniqueCPValues.size());
+
+ physx::PxVec3 hullCentroid(0.0f);
+
+ for (uint32_t i = 0; i < chull.pointsCount; ++i)
+ {
+ const FbxVector4& worldVPos = uniqueCPValues[i];
+ chull.points[i].x = (float)worldVPos[0];
+ chull.points[i].y = (float)worldVPos[1];
+ chull.points[i].z = (float)worldVPos[2];
+ hullCentroid += chull.points[i];
+ }
+
+ if (chull.pointsCount)
+ {
+ hullCentroid /= (float)chull.pointsCount;
+ }
+
+ uint32_t polyCount = meshNode->GetPolygonCount();
+ chull.polygonData = new Nv::Blast::CollisionHull::HullPolygon[polyCount];
+ chull.polygonDataCount = polyCount;
+
+ chull.indicesCount = meshNode->GetPolygonVertexCount();
+ chull.indices = new uint32_t[chull.indicesCount];
+ uint32_t curIndexCount = 0;
+
+ for (uint32_t poly = 0; poly < polyCount; ++poly)
+ {
+ int32_t vInPolyCount = meshNode->GetPolygonSize(poly);
+ auto& pd = chull.polygonData[poly];
+ pd.mIndexBase = (uint16_t)curIndexCount;
+ pd.mNbVerts = (uint16_t)vInPolyCount;
+ int32_t* ind = &meshNode->GetPolygonVertices()[meshNode->GetPolygonVertexIndex(poly)];
+ uint32_t* destInd = chull.indices + curIndexCount;
+ for (int32_t v = 0; v < vInPolyCount; v++)
+ {
+ destInd[v] = originalToNewCPMapping[ind[v]];
+ }
+ curIndexCount += vInPolyCount;
+
+ //Don't depend on the normals to create the plane normal, they could be wrong
+ PxVec3 lastThreeVerts[3] = {
+ chull.points[chull.indices[curIndexCount - 1]],
+ chull.points[chull.indices[curIndexCount - 2]],
+ chull.points[chull.indices[curIndexCount - 3]]
+ };
+
+ physx::PxPlane plane(lastThreeVerts[0], lastThreeVerts[1], lastThreeVerts[2]);
+ plane.normalize();
+
+ const float s = plane.n.dot(lastThreeVerts[0] - hullCentroid) >= 0.0f ? 1.0f : -1.0f;
+
+ pd.mPlane[0] = s*plane.n.x;
+ pd.mPlane[1] = s*plane.n.y;
+ pd.mPlane[2] = s*plane.n.z;
+ pd.mPlane[3] = s*plane.d;
+ }
+ }
+
+ //Set the end marker
+ for (uint32_t m = prevParentIndex + 1; m <= mMeshCount; m++)
+ {
+ //copy these if there were no collision meshes
+ mHullsOffset[m] = currentHullCount;
+ }
+
+ 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)
+{
+ std::unordered_map<FbxNode*, uint32_t> boneToChunkIndex;
+
+ if (meshNode->GetDeformerCount() != 1)
+ {
+ std::cout << "Can't create bone mapping: There is no mesh deformers...: " << std::endl;
+ return false;
+ }
+ mVertexToContainingChunkMap.clear();
+ mVertexToContainingChunkMap.resize(mVertexPositions.size());
+ std::vector<uint32_t> controlToParentChunkMap;
+ controlToParentChunkMap.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;
+ }
+ //We want the number of chunks not the bones in the FBX file
+ mChunkCount = 0;
+
+ for (int32_t i = 0; i < def->GetClusterCount(); ++i)
+ {
+ FbxCluster* cls = def->GetCluster(i);
+ FbxNode* bone = cls->GetLink();
+
+ uint32_t myChunkIndex;
+ auto findIt = boneToChunkIndex.find(bone);
+ if (findIt != boneToChunkIndex.end())
+ {
+ myChunkIndex = findIt->second;
+ }
+ else
+ {
+ myChunkIndex = FbxUtils::getChunkIndexForNode(bone);
+ if (myChunkIndex == UINT32_MAX)
+ {
+ //maybe an old file?
+ myChunkIndex = FbxUtils::getChunkIndexForNodeBackwardsCompatible(bone);
+ }
+
+ if (myChunkIndex == UINT32_MAX)
+ {
+ std::cerr << "Not sure what to do with node " << bone->GetName() << ". is this a chunk?" << std::endl;
+ }
+
+ boneToChunkIndex.emplace(bone, myChunkIndex);
+ if (myChunkIndex >= mChunkCount)
+ {
+ mChunkCount = myChunkIndex + 1;
+ }
+ }
+
+ int32_t* cpIndx = cls->GetControlPointIndices();
+ for (int32_t j = 0; j < cls->GetControlPointIndicesCount(); ++j)
+ {
+ controlToParentChunkMap[*cpIndx] = myChunkIndex;
+ ++cpIndx;
+ }
+ }
+
+ int* polyVertices = meshNode->GetPolygonVertices();
+ uint32_t lv = 0;
+ for (int i = 0; i < meshNode->GetPolygonCount(); i++)
+ {
+ for (int vi = 0; vi < 3; vi++)
+ {
+ mVertexToContainingChunkMap[lv] = controlToParentChunkMap[*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) * mVertexToContainingChunkMap.size()));
+ memcpy(out, mVertexToContainingChunkMap.data(), sizeof(uint32_t) * mVertexToContainingChunkMap.size());
+ return mVertexToContainingChunkMap.size();
+}
+
+uint32_t FbxFileReader::getBoneCount()
+{
+ return mChunkCount;
+}
+
+const char* FbxFileReader::getMaterialName(int32_t id)
+{
+ if (id < int32_t(mMaterialNames.size()) && id >= 0)
+ {
+ return mMaterialNames[id].c_str();
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+int32_t* FbxFileReader::getMaterialIds()
+{
+ if (mMaterialIds.empty())
+ {
+ return nullptr;
+ }
+ return mMaterialIds.data();
+}
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h index ce1d008..0509700 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxReader.h @@ -1,224 +1,224 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#ifndef 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 -{ - struct CollisionHullImpl : public Nv::Blast::CollisionHull - { - void release() override - { - delete this; - } - - //copy from existing - CollisionHullImpl(const CollisionHullImpl& other) : CollisionHullImpl() - { - copyFrom(other); - } - - CollisionHullImpl() - { - pointsCount = 0; - indicesCount = 0; - polygonDataCount = 0; - points = nullptr; - indices = nullptr; - polygonData = nullptr; - } - - CollisionHullImpl(CollisionHullImpl&& other) - { - operator=(std::move(other)); - } - - CollisionHullImpl& operator=(const CollisionHullImpl& other) - { - if (&other != this) - { - release(); - copyFrom(other); - } - return *this; - } - - CollisionHullImpl& operator=(CollisionHullImpl&& other) - { - if (&other != this) - { - pointsCount = other.pointsCount; - indicesCount = other.indicesCount; - polygonDataCount = other.polygonDataCount; - points = other.points; - indices = other.indices; - polygonData = other.polygonData; - - other.pointsCount = 0; - other.indicesCount = 0; - other.polygonDataCount = 0; - other.points = nullptr; - other.indices = nullptr; - other.polygonData = nullptr; - } - return *this; - } - - virtual ~CollisionHullImpl() - { - delete[] points; - delete[] indices; - delete[] polygonData; - } - private: - - void copyFrom(const CollisionHullImpl& other) - { - pointsCount = other.pointsCount; - indicesCount = other.indicesCount; - polygonDataCount = other.polygonDataCount; - points = new physx::PxVec3[pointsCount]; - indices = new uint32_t[indicesCount]; - polygonData = new Nv::Blast::CollisionHull::HullPolygon[polygonDataCount]; - memcpy(points, other.points, sizeof(points[0]) * pointsCount); - memcpy(indices, other.indices, sizeof(indices[0]) * indicesCount); - memcpy(polygonData, other.polygonData, sizeof(polygonData[0]) * polygonDataCount); - } - }; - -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 getIndicesCount() 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; - - /** - Get material name. - */ - const char* getMaterialName(int32_t id) override; - - - int32_t getMaterialCount() override; - -private: - - uint32_t mMeshCount; - uint32_t mChunkCount; - std::vector<uint32_t> mHullsOffset; - std::vector<CollisionHullImpl> mHulls; - std::vector<uint32_t> mVertexToContainingChunkMap; - 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; - - FbxAMatrix getTransformForNode(FbxNode* node); - void getFbxMeshes(FbxDisplayLayer* collisionDisplayLayer, FbxNode* node, std::vector<FbxNode*>& meshNodes); - bool getCollisionInternal(); - bool getBoneInfluencesInternal(FbxMesh* meshNode); - -}; - -} -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef 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
+{
+ struct CollisionHullImpl : public Nv::Blast::CollisionHull
+ {
+ void release() override
+ {
+ delete this;
+ }
+
+ //copy from existing
+ CollisionHullImpl(const CollisionHullImpl& other) : CollisionHullImpl()
+ {
+ copyFrom(other);
+ }
+
+ CollisionHullImpl()
+ {
+ pointsCount = 0;
+ indicesCount = 0;
+ polygonDataCount = 0;
+ points = nullptr;
+ indices = nullptr;
+ polygonData = nullptr;
+ }
+
+ CollisionHullImpl(CollisionHullImpl&& other)
+ {
+ operator=(std::move(other));
+ }
+
+ CollisionHullImpl& operator=(const CollisionHullImpl& other)
+ {
+ if (&other != this)
+ {
+ release();
+ copyFrom(other);
+ }
+ return *this;
+ }
+
+ CollisionHullImpl& operator=(CollisionHullImpl&& other)
+ {
+ if (&other != this)
+ {
+ pointsCount = other.pointsCount;
+ indicesCount = other.indicesCount;
+ polygonDataCount = other.polygonDataCount;
+ points = other.points;
+ indices = other.indices;
+ polygonData = other.polygonData;
+
+ other.pointsCount = 0;
+ other.indicesCount = 0;
+ other.polygonDataCount = 0;
+ other.points = nullptr;
+ other.indices = nullptr;
+ other.polygonData = nullptr;
+ }
+ return *this;
+ }
+
+ virtual ~CollisionHullImpl()
+ {
+ delete[] points;
+ delete[] indices;
+ delete[] polygonData;
+ }
+ private:
+
+ void copyFrom(const CollisionHullImpl& other)
+ {
+ pointsCount = other.pointsCount;
+ indicesCount = other.indicesCount;
+ polygonDataCount = other.polygonDataCount;
+ points = new physx::PxVec3[pointsCount];
+ indices = new uint32_t[indicesCount];
+ polygonData = new Nv::Blast::CollisionHull::HullPolygon[polygonDataCount];
+ memcpy(points, other.points, sizeof(points[0]) * pointsCount);
+ memcpy(indices, other.indices, sizeof(indices[0]) * indicesCount);
+ memcpy(polygonData, other.polygonData, sizeof(polygonData[0]) * polygonDataCount);
+ }
+ };
+
+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 getIndicesCount() 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;
+
+ /**
+ Get material name.
+ */
+ const char* getMaterialName(int32_t id) override;
+
+
+ int32_t getMaterialCount() override;
+
+private:
+
+ uint32_t mMeshCount;
+ uint32_t mChunkCount;
+ std::vector<uint32_t> mHullsOffset;
+ std::vector<CollisionHullImpl> mHulls;
+ std::vector<uint32_t> mVertexToContainingChunkMap;
+ 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;
+
+ 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 index adf4092..f135436 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.cpp @@ -1,208 +1,208 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#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 currentChunkPrefix = "chunk_"; -const static std::string oldChunkPrefix = "bone_"; - -static uint32_t getChunkIndexForNodeInternal(const std::string& chunkPrefix, FbxNode* node, uint32_t* outParentChunkIndex /*=nullptr*/) -{ - if (!node) - { - //Found nothing - return UINT32_MAX; - } - - 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()) - { - if (outParentChunkIndex) - { - *outParentChunkIndex = getChunkIndexForNodeInternal(chunkPrefix, node->GetParent(), nullptr); - } - return ret; - } - } - - return getChunkIndexForNodeInternal(chunkPrefix, node->GetParent(), outParentChunkIndex); -} - -uint32_t FbxUtils::getChunkIndexForNode(FbxNode* node, uint32_t* outParentChunkIndex /*=nullptr*/) -{ - return getChunkIndexForNodeInternal(currentChunkPrefix, node, outParentChunkIndex); -} - -uint32_t FbxUtils::getChunkIndexForNodeBackwardsCompatible(FbxNode* node, uint32_t* outParentChunkIndex /*= nullptr*/) -{ - return getChunkIndexForNodeInternal(oldChunkPrefix, node, outParentChunkIndex); -} - -std::string FbxUtils::getChunkNodeName(uint32_t chunkIndex) -{ - //This naming is required for the UE4 plugin to find them - std::ostringstream namestream; - namestream << currentChunkPrefix << chunkIndex; - return namestream.str(); -} - -std::string FbxUtils::getCollisionGeometryLayerName() -{ - return "Collision"; -} - -std::string FbxUtils::getRenderGeometryLayerName() -{ - return "Render"; -} +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#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 currentChunkPrefix = "chunk_";
+const static std::string oldChunkPrefix = "bone_";
+
+static uint32_t getChunkIndexForNodeInternal(const std::string& chunkPrefix, FbxNode* node, uint32_t* outParentChunkIndex /*=nullptr*/)
+{
+ if (!node)
+ {
+ //Found nothing
+ return UINT32_MAX;
+ }
+
+ 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())
+ {
+ if (outParentChunkIndex)
+ {
+ *outParentChunkIndex = getChunkIndexForNodeInternal(chunkPrefix, node->GetParent(), nullptr);
+ }
+ return ret;
+ }
+ }
+
+ return getChunkIndexForNodeInternal(chunkPrefix, node->GetParent(), outParentChunkIndex);
+}
+
+uint32_t FbxUtils::getChunkIndexForNode(FbxNode* node, uint32_t* outParentChunkIndex /*=nullptr*/)
+{
+ return getChunkIndexForNodeInternal(currentChunkPrefix, node, outParentChunkIndex);
+}
+
+uint32_t FbxUtils::getChunkIndexForNodeBackwardsCompatible(FbxNode* node, uint32_t* outParentChunkIndex /*= nullptr*/)
+{
+ return getChunkIndexForNodeInternal(oldChunkPrefix, node, outParentChunkIndex);
+}
+
+std::string FbxUtils::getChunkNodeName(uint32_t chunkIndex)
+{
+ //This naming is required for the UE4 plugin to find them
+ std::ostringstream namestream;
+ namestream << currentChunkPrefix << 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 index 47cedd7..431d63a 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxUtils.h @@ -1,69 +1,69 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#ifndef 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, uint32_t* outParentChunkIndex = nullptr); - //Search using the old naming - static uint32_t getChunkIndexForNodeBackwardsCompatible(FbxNode* node, uint32_t* outParentChunkIndex = nullptr); - static std::string getChunkNodeName(uint32_t chunkIndex); - - static std::string getCollisionGeometryLayerName(); - static std::string getRenderGeometryLayerName(); -}; - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef 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, uint32_t* outParentChunkIndex = nullptr);
+ //Search using the old naming
+ static uint32_t getChunkIndexForNodeBackwardsCompatible(FbxNode* node, uint32_t* outParentChunkIndex = nullptr);
+ 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 index c3c4b37..a0de9d5 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.cpp @@ -1,1441 +1,1441 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#include "fbxsdk.h" -#include <iostream> -#include <sstream> -#include <iomanip> -#include <map> -#include <algorithm> -#include <set> -#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) - { - 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)); - - mInteriorIndex = -1; -} - -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.submeshMats[i].name); - 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::setInteriorIndex(int32_t index) -{ - mInteriorIndex = index; -} - - -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); - } - if (mInteriorIndex == -1) // No material setted. Create new one. - { - 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); - } - else - { - if (mInteriorIndex < 0) mInteriorIndex = 0; - if (static_cast<size_t>(mInteriorIndex) >= mMaterials.size()) mInteriorIndex = 0; - } - -} - - -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::eDirect); - 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 = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL); - auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL); - - 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 - generateSmoothingGroups(mesh, skin); - } - - removeDuplicateControlPoints(mesh, skin); - - 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 = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL); - auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL); - - 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())) ? tri.materialId : 0) : ((mInteriorIndex == -1) ? int32_t(mMaterials.size() - 1): mInteriorIndex); - matElement->GetIndexArray().SetAt(polyCount, material); - if (smElement) - { - if (tri.userData == 0) - { - smElement->GetDirectArray().Add(tri.smoothingGroup); - } - else - { - smElement->GetDirectArray().Add(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 - generateSmoothingGroups(mesh, nullptr); - } - - removeDuplicateControlPoints(mesh, nullptr); - - 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::eDirect); - 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()))? geo.materialId : 0) : ((mInteriorIndex == -1)? int32_t(mMaterials.size() - 1) : mInteriorIndex); - matElement->GetIndexArray().SetAt(polyCount, material); - - if (smElement) - { - if (geo.userData == 0) - { - smElement->GetDirectArray().Add(geo.smoothingGroup); - } - else - { - smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR); - } - } - - polyCount++; - - } - - if (!smElement) - { - //If no smoothing groups, generate them - generateSmoothingGroups(mesh, nullptr); - - } - - removeDuplicateControlPoints(mesh, nullptr); - - 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 - generateSmoothingGroups(mesh, skin); - } - - removeDuplicateControlPoints(mesh, skin); - - if (meshData.hulls != nullptr) - { - return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName); - } - return true; -} - -void FbxFileWriter::generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin) -{ - if (mesh->GetElementSmoothing(0) || !mesh->IsTriangleMesh()) - { - //they already exist or we can't make it - return; - } - - const FbxGeometryElementNormal* geNormal = mesh->GetElementNormal(); - if (!geNormal || geNormal->GetMappingMode() != FbxGeometryElement::eByPolygonVertex || geNormal->GetReferenceMode() != FbxGeometryElement::eDirect) - { - //We just set this up, but just incase - return; - } - - int clusterCount = 0; - std::vector<std::vector<int>> cpsPerCluster; - if (skin) - { - clusterCount = skin->GetClusterCount(); - cpsPerCluster.resize(clusterCount); - for (int c = 0; c < clusterCount; c++) - { - FbxCluster* cluster = skin->GetCluster(c); - int* clusterCPList = cluster->GetControlPointIndices(); - const int clusterCPListLength = cluster->GetControlPointIndicesCount(); - - cpsPerCluster[c].resize(clusterCPListLength); - memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength); - std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end()); - } - } - - auto smElement = mesh->CreateElementSmoothing(); - smElement->SetMappingMode(FbxGeometryElement::eByPolygon); - smElement->SetReferenceMode(FbxGeometryElement::eDirect); - - FbxVector4* cpList = mesh->GetControlPoints(); - const int cpCount = mesh->GetControlPointsCount(); - - const int triangleCount = mesh->GetPolygonCount(); - const int cornerCount = triangleCount * 3; - - int* polygonCPList = mesh->GetPolygonVertices(); - const auto& normalByCornerList = geNormal->GetDirectArray(); - - std::multimap<int, int> overlappingCorners; - //sort them by z for faster overlap checking - std::vector<std::pair<double, int>> cornerIndexesByZ(cornerCount); - for (int c = 0; c < cornerCount; c++) - { - cornerIndexesByZ[c] = std::pair<double, int>(cpList[polygonCPList[c]][2], c); - } - std::sort(cornerIndexesByZ.begin(), cornerIndexesByZ.end()); - - for (int i = 0; i < cornerCount; i++) - { - const int cornerA = cornerIndexesByZ[i].second; - const int cpiA = polygonCPList[cornerA]; - FbxVector4 cpA = cpList[cpiA]; - cpA[3] = 0; - - int clusterIndexA = -1; - for (int c = 0; c < clusterCount; c++) - { - if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA)) - { - clusterIndexA = c; - break; - } - } - - for (int j = i + 1; j < cornerCount; j++) - { - if (std::abs(cornerIndexesByZ[j].first - cornerIndexesByZ[i].first) > FBXSDK_TOLERANCE) - { - break; // if the z's don't match other values don't matter - } - const int cornerB = cornerIndexesByZ[j].second; - const int cpiB = polygonCPList[cornerB]; - FbxVector4 cpB = cpList[cpiB]; - - cpB[3] = 0; - - //uses FBXSDK_TOLERANCE - if (cpA == cpB) - { - int clusterIndexB = -1; - for (int c = 0; c < clusterCount; c++) - { - if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB)) - { - clusterIndexB = c; - break; - } - } - - if (clusterIndexA == clusterIndexB) - { - overlappingCorners.emplace(cornerA, cornerB); - overlappingCorners.emplace(cornerB, cornerA); - } - } - } - } - - auto& smoothingGroupByTri = smElement->GetDirectArray(); - for (int i = 0; i < triangleCount; i++) - { - smoothingGroupByTri.Add(0); - } - //first one - smoothingGroupByTri.SetAt(0, 1); - - for (int i = 1; i < triangleCount; i++) - { - int sharedMask = 0, unsharedMask = 0; - for (int c = 0; c < 3; c++) - { - int myCorner = i * 3 + c; - FbxVector4 myNormal = normalByCornerList.GetAt(myCorner); - myNormal.Normalize(); - myNormal[3] = 0; - - auto otherCornersRangeBegin = overlappingCorners.lower_bound(myCorner); - auto otherCornersRangeEnd = overlappingCorners.upper_bound(myCorner); - for (auto it = otherCornersRangeBegin; it != otherCornersRangeEnd; it++) - { - int otherCorner = it->second; - FbxVector4 otherNormal = normalByCornerList.GetAt(otherCorner); - otherNormal.Normalize(); - otherNormal[3] = 0; - if (otherNormal == myNormal) - { - sharedMask |= smoothingGroupByTri[otherCorner / 3]; - } - else - { - unsharedMask |= smoothingGroupByTri[otherCorner / 3]; - } - } - } - - //Easy case, no overlap - if ((sharedMask & unsharedMask) == 0 && sharedMask != 0) - { - smoothingGroupByTri.SetAt(i, sharedMask); - } - else - { - for (int sm = 0; sm < 32; sm++) - { - int val = 1 << sm; - if (((val & sharedMask) == sharedMask) && !(val & unsharedMask)) - { - smoothingGroupByTri.SetAt(i, val); - break; - } - } - } - } - -} - -namespace -{ - //These methods have different names for some reason - inline double* getControlPointBlendWeights(FbxSkin* skin) - { - return skin->GetControlPointBlendWeights(); - } - - inline double* getControlPointBlendWeights(FbxCluster* cluster) - { - return cluster->GetControlPointWeights(); - } - - template <typename T> - void remapCPsAndRemoveDuplicates(const int newCPCount, const std::vector<int>& oldToNewCPMapping, T* skinOrCluster) - { - //Need to avoid duplicate entires since UE doesn't seem to normalize this correctly - std::vector<bool> addedCP(newCPCount, false); - std::vector<std::pair<int, double>> newCPsAndWeights; - newCPsAndWeights.reserve(newCPCount); - - int* skinCPList = skinOrCluster->GetControlPointIndices(); - double* skinCPWeights = getControlPointBlendWeights(skinOrCluster); - const int skinCPListLength = skinOrCluster->GetControlPointIndicesCount(); - - for (int bw = 0; bw < skinCPListLength; bw++) - { - int newCPIdx = oldToNewCPMapping[skinCPList[bw]]; - if (!addedCP[newCPIdx]) - { - addedCP[newCPIdx] = true; - newCPsAndWeights.emplace_back(newCPIdx, skinCPWeights[bw]); - } - } - skinOrCluster->SetControlPointIWCount(newCPsAndWeights.size()); - skinCPList = skinOrCluster->GetControlPointIndices(); - skinCPWeights = getControlPointBlendWeights(skinOrCluster); - for (size_t bw = 0; bw < newCPsAndWeights.size(); bw++) - { - skinCPList[bw] = newCPsAndWeights[bw].first; - skinCPWeights[bw] = newCPsAndWeights[bw].second; - } - } -} - -//Do this otherwise Maya shows the mesh as faceted due to not being welded -void FbxFileWriter::removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin) -{ - FbxVector4* cpList = mesh->GetControlPoints(); - const int cpCount = mesh->GetControlPointsCount(); - - std::vector<int> oldToNewCPMapping(cpCount, -1); - //sort them by z for faster overlap checking - std::vector<std::pair<double, int>> cpIndexesByZ(cpCount); - for (int cp = 0; cp < cpCount; cp++) - { - cpIndexesByZ[cp] = std::pair<double, int>(cpList[cp][2], cp); - } - std::sort(cpIndexesByZ.begin(), cpIndexesByZ.end()); - - int clusterCount = 0; - std::vector<std::vector<int>> cpsPerCluster; - if (skin) - { - clusterCount = skin->GetClusterCount(); - cpsPerCluster.resize(clusterCount); - for (int c = 0; c < clusterCount; c++) - { - FbxCluster* cluster = skin->GetCluster(c); - int* clusterCPList = cluster->GetControlPointIndices(); - const int clusterCPListLength = cluster->GetControlPointIndicesCount(); - - cpsPerCluster[c].resize(clusterCPListLength); - memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength); - std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end()); - } - } - - std::vector<FbxVector4> uniqueCPs; - uniqueCPs.reserve(cpCount); - - for (int i = 0; i < cpCount; i++) - { - const int cpiA = cpIndexesByZ[i].second; - FbxVector4 cpA = cpList[cpiA]; - if (!(oldToNewCPMapping[cpiA] < 0)) - { - //already culled this one - continue; - } - const int newIdx = int(uniqueCPs.size()); - oldToNewCPMapping[cpiA] = newIdx; - uniqueCPs.push_back(cpA); - - int clusterIndexA = -1; - for (int c = 0; c < clusterCount; c++) - { - if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA)) - { - clusterIndexA = c; - break; - } - } - - for (int j = i + 1; j < cpCount; j++) - { - if (std::abs(cpIndexesByZ[j].first - cpIndexesByZ[i].first) > FBXSDK_TOLERANCE) - { - break; // if the z's don't match other values don't matter - } - - const int cpiB = cpIndexesByZ[j].second; - FbxVector4 cpB = cpList[cpiB]; - - //uses FBXSDK_TOLERANCE - if (cpA == cpB) - { - int clusterIndexB = -1; - for (int c = 0; c < clusterCount; c++) - { - if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB)) - { - clusterIndexB = c; - break; - } - } - - //don't merge unless they share the same clusters - if (clusterIndexA == clusterIndexB) - { - oldToNewCPMapping[cpiB] = newIdx; - } - } - } - } - - const int originalCPCount = cpCount; - const int newCPCount = int(uniqueCPs.size()); - - if (newCPCount == cpCount) - { - //don't bother, it will just scramble it for no reason - return; - } - - mesh->InitControlPoints(newCPCount); - cpList = mesh->GetControlPoints(); - - for (int cp = 0; cp < newCPCount; cp++) - { - cpList[cp] = uniqueCPs[cp]; - } - - int* polygonCPList = mesh->GetPolygonVertices(); - const int polygonCPListLength = mesh->GetPolygonVertexCount(); - for (int pv = 0; pv < polygonCPListLength; pv++) - { - polygonCPList[pv] = oldToNewCPMapping[polygonCPList[pv]]; - } - - if (skin) - { - remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, skin); - for (int c = 0; c < skin->GetClusterCount(); c++) - { - FbxCluster* cluster = skin->GetCluster(c); - remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, cluster); - } - - } +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "fbxsdk.h"
+#include <iostream>
+#include <sstream>
+#include <iomanip>
+#include <map>
+#include <algorithm>
+#include <set>
+#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)
+ {
+ 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));
+
+ mInteriorIndex = -1;
+}
+
+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.submeshMats[i].name);
+ 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::setInteriorIndex(int32_t index)
+{
+ mInteriorIndex = index;
+}
+
+
+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);
+ }
+ if (mInteriorIndex == -1) // No material setted. Create new one.
+ {
+ 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);
+ }
+ else
+ {
+ if (mInteriorIndex < 0) mInteriorIndex = 0;
+ if (static_cast<size_t>(mInteriorIndex) >= mMaterials.size()) mInteriorIndex = 0;
+ }
+
+}
+
+
+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::eDirect);
+ 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 = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+
+ 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
+ generateSmoothingGroups(mesh, skin);
+ }
+
+ removeDuplicateControlPoints(mesh, skin);
+
+ 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 = NvBlastAssetGetChunkCount(aResult.asset, Nv::Blast::logLL);
+ auto chunks = NvBlastAssetGetChunks(aResult.asset, Nv::Blast::logLL);
+
+ 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())) ? tri.materialId : 0) : ((mInteriorIndex == -1) ? int32_t(mMaterials.size() - 1): mInteriorIndex);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+ if (smElement)
+ {
+ if (tri.userData == 0)
+ {
+ smElement->GetDirectArray().Add(tri.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetDirectArray().Add(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
+ generateSmoothingGroups(mesh, nullptr);
+ }
+
+ removeDuplicateControlPoints(mesh, nullptr);
+
+ 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::eDirect);
+ 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()))? geo.materialId : 0) : ((mInteriorIndex == -1)? int32_t(mMaterials.size() - 1) : mInteriorIndex);
+ matElement->GetIndexArray().SetAt(polyCount, material);
+
+ if (smElement)
+ {
+ if (geo.userData == 0)
+ {
+ smElement->GetDirectArray().Add(geo.smoothingGroup);
+ }
+ else
+ {
+ smElement->GetDirectArray().Add(SMOOTHING_GROUP_INTERIOR);
+ }
+ }
+
+ polyCount++;
+
+ }
+
+ if (!smElement)
+ {
+ //If no smoothing groups, generate them
+ generateSmoothingGroups(mesh, nullptr);
+
+ }
+
+ removeDuplicateControlPoints(mesh, nullptr);
+
+ 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
+ generateSmoothingGroups(mesh, skin);
+ }
+
+ removeDuplicateControlPoints(mesh, skin);
+
+ if (meshData.hulls != nullptr)
+ {
+ return appendCollisionMesh(chunkCount, meshData.hullsOffsets, meshData.hulls, assetName);
+ }
+ return true;
+}
+
+void FbxFileWriter::generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
+{
+ if (mesh->GetElementSmoothing(0) || !mesh->IsTriangleMesh())
+ {
+ //they already exist or we can't make it
+ return;
+ }
+
+ const FbxGeometryElementNormal* geNormal = mesh->GetElementNormal();
+ if (!geNormal || geNormal->GetMappingMode() != FbxGeometryElement::eByPolygonVertex || geNormal->GetReferenceMode() != FbxGeometryElement::eDirect)
+ {
+ //We just set this up, but just incase
+ return;
+ }
+
+ int clusterCount = 0;
+ std::vector<std::vector<int>> cpsPerCluster;
+ if (skin)
+ {
+ clusterCount = skin->GetClusterCount();
+ cpsPerCluster.resize(clusterCount);
+ for (int c = 0; c < clusterCount; c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ int* clusterCPList = cluster->GetControlPointIndices();
+ const int clusterCPListLength = cluster->GetControlPointIndicesCount();
+
+ cpsPerCluster[c].resize(clusterCPListLength);
+ memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
+ std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
+ }
+ }
+
+ auto smElement = mesh->CreateElementSmoothing();
+ smElement->SetMappingMode(FbxGeometryElement::eByPolygon);
+ smElement->SetReferenceMode(FbxGeometryElement::eDirect);
+
+ FbxVector4* cpList = mesh->GetControlPoints();
+ const int cpCount = mesh->GetControlPointsCount();
+
+ const int triangleCount = mesh->GetPolygonCount();
+ const int cornerCount = triangleCount * 3;
+
+ int* polygonCPList = mesh->GetPolygonVertices();
+ const auto& normalByCornerList = geNormal->GetDirectArray();
+
+ std::multimap<int, int> overlappingCorners;
+ //sort them by z for faster overlap checking
+ std::vector<std::pair<double, int>> cornerIndexesByZ(cornerCount);
+ for (int c = 0; c < cornerCount; c++)
+ {
+ cornerIndexesByZ[c] = std::pair<double, int>(cpList[polygonCPList[c]][2], c);
+ }
+ std::sort(cornerIndexesByZ.begin(), cornerIndexesByZ.end());
+
+ for (int i = 0; i < cornerCount; i++)
+ {
+ const int cornerA = cornerIndexesByZ[i].second;
+ const int cpiA = polygonCPList[cornerA];
+ FbxVector4 cpA = cpList[cpiA];
+ cpA[3] = 0;
+
+ int clusterIndexA = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
+ {
+ clusterIndexA = c;
+ break;
+ }
+ }
+
+ for (int j = i + 1; j < cornerCount; j++)
+ {
+ if (std::abs(cornerIndexesByZ[j].first - cornerIndexesByZ[i].first) > FBXSDK_TOLERANCE)
+ {
+ break; // if the z's don't match other values don't matter
+ }
+ const int cornerB = cornerIndexesByZ[j].second;
+ const int cpiB = polygonCPList[cornerB];
+ FbxVector4 cpB = cpList[cpiB];
+
+ cpB[3] = 0;
+
+ //uses FBXSDK_TOLERANCE
+ if (cpA == cpB)
+ {
+ int clusterIndexB = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
+ {
+ clusterIndexB = c;
+ break;
+ }
+ }
+
+ if (clusterIndexA == clusterIndexB)
+ {
+ overlappingCorners.emplace(cornerA, cornerB);
+ overlappingCorners.emplace(cornerB, cornerA);
+ }
+ }
+ }
+ }
+
+ auto& smoothingGroupByTri = smElement->GetDirectArray();
+ for (int i = 0; i < triangleCount; i++)
+ {
+ smoothingGroupByTri.Add(0);
+ }
+ //first one
+ smoothingGroupByTri.SetAt(0, 1);
+
+ for (int i = 1; i < triangleCount; i++)
+ {
+ int sharedMask = 0, unsharedMask = 0;
+ for (int c = 0; c < 3; c++)
+ {
+ int myCorner = i * 3 + c;
+ FbxVector4 myNormal = normalByCornerList.GetAt(myCorner);
+ myNormal.Normalize();
+ myNormal[3] = 0;
+
+ auto otherCornersRangeBegin = overlappingCorners.lower_bound(myCorner);
+ auto otherCornersRangeEnd = overlappingCorners.upper_bound(myCorner);
+ for (auto it = otherCornersRangeBegin; it != otherCornersRangeEnd; it++)
+ {
+ int otherCorner = it->second;
+ FbxVector4 otherNormal = normalByCornerList.GetAt(otherCorner);
+ otherNormal.Normalize();
+ otherNormal[3] = 0;
+ if (otherNormal == myNormal)
+ {
+ sharedMask |= smoothingGroupByTri[otherCorner / 3];
+ }
+ else
+ {
+ unsharedMask |= smoothingGroupByTri[otherCorner / 3];
+ }
+ }
+ }
+
+ //Easy case, no overlap
+ if ((sharedMask & unsharedMask) == 0 && sharedMask != 0)
+ {
+ smoothingGroupByTri.SetAt(i, sharedMask);
+ }
+ else
+ {
+ for (int sm = 0; sm < 32; sm++)
+ {
+ int val = 1 << sm;
+ if (((val & sharedMask) == sharedMask) && !(val & unsharedMask))
+ {
+ smoothingGroupByTri.SetAt(i, val);
+ break;
+ }
+ }
+ }
+ }
+
+}
+
+namespace
+{
+ //These methods have different names for some reason
+ inline double* getControlPointBlendWeights(FbxSkin* skin)
+ {
+ return skin->GetControlPointBlendWeights();
+ }
+
+ inline double* getControlPointBlendWeights(FbxCluster* cluster)
+ {
+ return cluster->GetControlPointWeights();
+ }
+
+ template <typename T>
+ void remapCPsAndRemoveDuplicates(const int newCPCount, const std::vector<int>& oldToNewCPMapping, T* skinOrCluster)
+ {
+ //Need to avoid duplicate entires since UE doesn't seem to normalize this correctly
+ std::vector<bool> addedCP(newCPCount, false);
+ std::vector<std::pair<int, double>> newCPsAndWeights;
+ newCPsAndWeights.reserve(newCPCount);
+
+ int* skinCPList = skinOrCluster->GetControlPointIndices();
+ double* skinCPWeights = getControlPointBlendWeights(skinOrCluster);
+ const int skinCPListLength = skinOrCluster->GetControlPointIndicesCount();
+
+ for (int bw = 0; bw < skinCPListLength; bw++)
+ {
+ int newCPIdx = oldToNewCPMapping[skinCPList[bw]];
+ if (!addedCP[newCPIdx])
+ {
+ addedCP[newCPIdx] = true;
+ newCPsAndWeights.emplace_back(newCPIdx, skinCPWeights[bw]);
+ }
+ }
+ skinOrCluster->SetControlPointIWCount(newCPsAndWeights.size());
+ skinCPList = skinOrCluster->GetControlPointIndices();
+ skinCPWeights = getControlPointBlendWeights(skinOrCluster);
+ for (size_t bw = 0; bw < newCPsAndWeights.size(); bw++)
+ {
+ skinCPList[bw] = newCPsAndWeights[bw].first;
+ skinCPWeights[bw] = newCPsAndWeights[bw].second;
+ }
+ }
+}
+
+//Do this otherwise Maya shows the mesh as faceted due to not being welded
+void FbxFileWriter::removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin)
+{
+ FbxVector4* cpList = mesh->GetControlPoints();
+ const int cpCount = mesh->GetControlPointsCount();
+
+ std::vector<int> oldToNewCPMapping(cpCount, -1);
+ //sort them by z for faster overlap checking
+ std::vector<std::pair<double, int>> cpIndexesByZ(cpCount);
+ for (int cp = 0; cp < cpCount; cp++)
+ {
+ cpIndexesByZ[cp] = std::pair<double, int>(cpList[cp][2], cp);
+ }
+ std::sort(cpIndexesByZ.begin(), cpIndexesByZ.end());
+
+ int clusterCount = 0;
+ std::vector<std::vector<int>> cpsPerCluster;
+ if (skin)
+ {
+ clusterCount = skin->GetClusterCount();
+ cpsPerCluster.resize(clusterCount);
+ for (int c = 0; c < clusterCount; c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ int* clusterCPList = cluster->GetControlPointIndices();
+ const int clusterCPListLength = cluster->GetControlPointIndicesCount();
+
+ cpsPerCluster[c].resize(clusterCPListLength);
+ memcpy(cpsPerCluster[c].data(), clusterCPList, sizeof(int) * clusterCPListLength);
+ std::sort(cpsPerCluster[c].begin(), cpsPerCluster[c].end());
+ }
+ }
+
+ std::vector<FbxVector4> uniqueCPs;
+ uniqueCPs.reserve(cpCount);
+
+ for (int i = 0; i < cpCount; i++)
+ {
+ const int cpiA = cpIndexesByZ[i].second;
+ FbxVector4 cpA = cpList[cpiA];
+ if (!(oldToNewCPMapping[cpiA] < 0))
+ {
+ //already culled this one
+ continue;
+ }
+ const int newIdx = int(uniqueCPs.size());
+ oldToNewCPMapping[cpiA] = newIdx;
+ uniqueCPs.push_back(cpA);
+
+ int clusterIndexA = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiA))
+ {
+ clusterIndexA = c;
+ break;
+ }
+ }
+
+ for (int j = i + 1; j < cpCount; j++)
+ {
+ if (std::abs(cpIndexesByZ[j].first - cpIndexesByZ[i].first) > FBXSDK_TOLERANCE)
+ {
+ break; // if the z's don't match other values don't matter
+ }
+
+ const int cpiB = cpIndexesByZ[j].second;
+ FbxVector4 cpB = cpList[cpiB];
+
+ //uses FBXSDK_TOLERANCE
+ if (cpA == cpB)
+ {
+ int clusterIndexB = -1;
+ for (int c = 0; c < clusterCount; c++)
+ {
+ if (std::binary_search(cpsPerCluster[c].begin(), cpsPerCluster[c].end(), cpiB))
+ {
+ clusterIndexB = c;
+ break;
+ }
+ }
+
+ //don't merge unless they share the same clusters
+ if (clusterIndexA == clusterIndexB)
+ {
+ oldToNewCPMapping[cpiB] = newIdx;
+ }
+ }
+ }
+ }
+
+ const int originalCPCount = cpCount;
+ const int newCPCount = int(uniqueCPs.size());
+
+ if (newCPCount == cpCount)
+ {
+ //don't bother, it will just scramble it for no reason
+ return;
+ }
+
+ mesh->InitControlPoints(newCPCount);
+ cpList = mesh->GetControlPoints();
+
+ for (int cp = 0; cp < newCPCount; cp++)
+ {
+ cpList[cp] = uniqueCPs[cp];
+ }
+
+ int* polygonCPList = mesh->GetPolygonVertices();
+ const int polygonCPListLength = mesh->GetPolygonVertexCount();
+ for (int pv = 0; pv < polygonCPListLength; pv++)
+ {
+ polygonCPList[pv] = oldToNewCPMapping[polygonCPList[pv]];
+ }
+
+ if (skin)
+ {
+ remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, skin);
+ for (int c = 0; c < skin->GetClusterCount(); c++)
+ {
+ FbxCluster* cluster = skin->GetCluster(c);
+ remapCPsAndRemoveDuplicates(newCPCount, oldToNewCPMapping, cluster);
+ }
+
+ }
}
\ No newline at end of file diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h index f66ce6b..75b4843 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h +++ b/sdk/extensions/exporter/source/NvBlastExtExporterFbxWriter.h @@ -1,144 +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) 2018 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 interior material index. - */ - virtual void setInteriorIndex(int32_t index) 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(); - - void generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin); - void removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin); - - int32_t mInteriorIndex; -}; - -} -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef 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 interior material index.
+ */
+ virtual void setInteriorIndex(int32_t index) 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();
+
+ void generateSmoothingGroups(fbxsdk::FbxMesh* mesh, FbxSkin* skin);
+ void removeDuplicateControlPoints(fbxsdk::FbxMesh* mesh, FbxSkin* skin);
+
+ int32_t mInteriorIndex;
+};
+
+}
+}
+
#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 index e4e2746..7b63461 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterJsonCollision.cpp @@ -1,107 +1,137 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#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; -}; +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#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 << "}";
+}
+
+
+/**
+Implementation of object which serializes collision geometry to JSON format.
+*/
+class JsonCollisionExporter : public IJsonCollisionExporter
+{
+public:
+ JsonCollisionExporter() {}
+ ~JsonCollisionExporter() = default;
+
+ virtual void release() override;
+
+ virtual bool writeCollision(const char* path, uint32_t chunkCount, const uint32_t* hullOffsets, const CollisionHull* const * hulls) override;
+};
+
+
+void
+JsonCollisionExporter::release()
+{
+ delete this;
+}
+
+
+bool
+JsonCollisionExporter::JsonCollisionExporter::writeCollision(const char* path, uint32_t chunkCount, const uint32_t* hullOffsets, const CollisionHull* const * 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 < chunkCount; ++i)
+ {
+ stream << "\t\t" << "[\n";
+ for (uint32_t j = hullOffsets[i]; j < hullOffsets[i + 1]; ++j)
+ {
+ serializeCollisionHull(stream, *hulls[j], 3);
+ stream << ((j < hullOffsets[i + 1] - 1) ? ",\n" : "\n");
+ }
+ stream << "\t\t" << ((i < chunkCount - 1) ? "], \n" : "]\n");
+ }
+ stream << "\t]\n}";
+ stream.close();
+ return true;
+};
+
+
+IJsonCollisionExporter* NvBlastExtExporterCreateJsonCollisionExporter()
+{
+ return new JsonCollisionExporter;
+}
diff --git a/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp index 16da7d6..f188912 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.cpp @@ -1,162 +1,162 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#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; - - int32_t lastDelimeter = strlen(filename); - - while (lastDelimeter > 0 && filename[lastDelimeter] != '/' && filename[lastDelimeter] != '\\') - { - lastDelimeter--; - } - mtlPath = std::string(filename, filename + lastDelimeter); - mtlPath += '/'; - - bool ret = tinyobj::LoadObj(shapes, mats, err, filename, mtlPath.c_str()); - - // can't load? - if (!ret) - { - return; - } - if (shapes.size() > 1) - { - std::cout << "Can load only one object per mesh" << std::endl; - } - - if (!mats.empty()) - { - if (mats.size() == 1 && mats[0].name == "") - { - mats[0].name = "Default"; - } - for (uint32_t i = 0; i < mats.size(); ++i) - { - mMaterialNames.push_back(mats[i].name); - } - } - - 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; - mPerFaceMatId = shapes[0].mesh.material_ids; - for (uint32_t i = 0; i < mPerFaceMatId.size(); ++i) - { - if (mPerFaceMatId[i] == -1) // TinyOBJ loader sets ID to -1 when .mtl file not found. Set to default 0 material. - { - mPerFaceMatId[i] = 0; - } - } - -} - - -bool ObjFileReader::isCollisionLoaded() -{ - return false; -}; - - -uint32_t ObjFileReader::getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull**& hulls) -{ - hullsOffset = nullptr; - hulls = nullptr; - return 0; -}; - -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(); +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#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;
+
+ int32_t lastDelimeter = strlen(filename);
+
+ while (lastDelimeter > 0 && filename[lastDelimeter] != '/' && filename[lastDelimeter] != '\\')
+ {
+ lastDelimeter--;
+ }
+ mtlPath = std::string(filename, filename + lastDelimeter);
+ mtlPath += '/';
+
+ bool ret = tinyobj::LoadObj(shapes, mats, err, filename, mtlPath.c_str());
+
+ // can't load?
+ if (!ret)
+ {
+ return;
+ }
+ if (shapes.size() > 1)
+ {
+ std::cout << "Can load only one object per mesh" << std::endl;
+ }
+
+ if (!mats.empty())
+ {
+ if (mats.size() == 1 && mats[0].name == "")
+ {
+ mats[0].name = "Default";
+ }
+ for (uint32_t i = 0; i < mats.size(); ++i)
+ {
+ mMaterialNames.push_back(mats[i].name);
+ }
+ }
+
+ 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;
+ mPerFaceMatId = shapes[0].mesh.material_ids;
+ for (uint32_t i = 0; i < mPerFaceMatId.size(); ++i)
+ {
+ if (mPerFaceMatId[i] == -1) // TinyOBJ loader sets ID to -1 when .mtl file not found. Set to default 0 material.
+ {
+ mPerFaceMatId[i] = 0;
+ }
+ }
+
+}
+
+
+bool ObjFileReader::isCollisionLoaded()
+{
+ return false;
+};
+
+
+uint32_t ObjFileReader::getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull**& hulls)
+{
+ hullsOffset = nullptr;
+ hulls = nullptr;
+ return 0;
+};
+
+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 index c1210ab..7657be3 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h +++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjReader.h @@ -1,126 +1,126 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#ifndef 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 getIndicesCount() 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. - */ - int32_t* getMaterialIds() override { return mPerFaceMatId.data(); }; - - /** - Get loaded per triangle smoothing groups. Currently not supported by OBJ. - */ - int32_t* getSmoothingGroups() override { return nullptr; }; - - /** - Get material name. - */ - const char* getMaterialName(int32_t id) override { return mMaterialNames[id].c_str(); } - - /** - Get material count. - */ - int32_t getMaterialCount() { return mMaterialNames.size(); }; - -private: - std::vector<physx::PxVec3> mVertexPositions; - std::vector<physx::PxVec3> mVertexNormals; - std::vector<physx::PxVec2> mVertexUv; - std::vector<uint32_t> mIndices; - - std::vector<std::string> mMaterialNames; - std::vector<int32_t> mPerFaceMatId; - -}; - -} -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef 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 getIndicesCount() 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.
+ */
+ int32_t* getMaterialIds() override { return mPerFaceMatId.data(); };
+
+ /**
+ Get loaded per triangle smoothing groups. Currently not supported by OBJ.
+ */
+ int32_t* getSmoothingGroups() override { return nullptr; };
+
+ /**
+ Get material name.
+ */
+ const char* getMaterialName(int32_t id) override { return mMaterialNames[id].c_str(); }
+
+ /**
+ Get material count.
+ */
+ int32_t getMaterialCount() { return mMaterialNames.size(); };
+
+private:
+ std::vector<physx::PxVec3> mVertexPositions;
+ std::vector<physx::PxVec3> mVertexNormals;
+ std::vector<physx::PxVec2> mVertexUv;
+ std::vector<uint32_t> mIndices;
+
+ std::vector<std::string> mMaterialNames;
+ std::vector<int32_t> mPerFaceMatId;
+
+};
+
+}
+}
+
#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 index 722a258..e6ec276 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp +++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.cpp @@ -1,265 +1,265 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#include "NvBlastExtExporterObjWriter.h" -#include <PxVec3.h> -#include <sstream> -#include "NvBlastExtAuthoringTypes.h" -#include "NvBlastExtAuthoringMesh.h" -#include <algorithm> - - -using namespace physx; -using namespace Nv::Blast; - -char* gTexPath = ""; - -void ObjFileWriter::release() -{ - delete this; -} - -void ObjFileWriter::setInteriorIndex(int32_t index) -{ - mIntSurfaceMatIndex = index; -} - -bool CompByMaterial(const Triangle& a, const Triangle& b) -{ - return a.materialId < b.materialId; -} - -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->submeshMats; - delete[] md->uvs; - delete md; - }); - - - ExporterMeshData& md = *mMeshData.get(); - uint32_t triCount = aResult.geometryOffset[aResult.chunkCount]; - md.meshCount = aResult.chunkCount; - md.submeshCount = aResult.materialCount; - - int32_t additionalMats = 0; - - if (mIntSurfaceMatIndex == -1 || mIntSurfaceMatIndex >= (int32_t)md.submeshCount) - { - md.submeshCount += 1; - mIntSurfaceMatIndex = md.submeshCount - 1; - additionalMats = 1; - } - - md.submeshOffsets = new uint32_t[md.meshCount * md.submeshCount + 1]; - md.submeshMats = new Material[md.submeshCount]; - - for (uint32_t i = 0; i < md.submeshCount - additionalMats; ++i) - { - md.submeshMats[i].name = aResult.materialNames[i]; - md.submeshMats[i].diffuse_tex = nullptr; - } - - if (additionalMats) - { - md.submeshMats[mIntSurfaceMatIndex].name = interiorNameStr.c_str(); - md.submeshMats[mIntSurfaceMatIndex].diffuse_tex = nullptr; - } - 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; - - - - /** - Now we need to sort input trianles chunk they belong to, then by material; - */ - std::vector<Triangle> sorted; - sorted.reserve(triCount); - - - int32_t perChunkOffset = 0; - for (uint32_t i = 0; i < md.meshCount; ++i) - { - std::vector<uint32_t> perMaterialCount(md.submeshCount); - - uint32_t first = aResult.geometryOffset[i]; - uint32_t last = aResult.geometryOffset[i + 1]; - uint32_t firstInSorted = sorted.size(); - for (uint32_t t = first; t < last; ++t) - { - sorted.push_back(aResult.geometry[t]); - int32_t cmat = sorted.back().materialId; - if (cmat == MATERIAL_INTERIOR) - { - cmat = mIntSurfaceMatIndex; - } - perMaterialCount[cmat]++; - } - for (uint32_t mof = 0; mof < md.submeshCount; ++mof) - { - md.submeshOffsets[i * md.submeshCount + mof] = perChunkOffset * 3; - perChunkOffset += perMaterialCount[mof]; - } - std::sort(sorted.begin() + firstInSorted, sorted.end(), CompByMaterial); - } - md.submeshOffsets[md.meshCount * md.submeshCount] = perChunkOffset * 3; - - for (uint32_t vc = 0; vc < triCount; ++vc) - { - Triangle& tri = sorted[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 %s\n", md.submeshMats[submeshIndex].name); - if (md.submeshMats[submeshIndex].diffuse_tex != nullptr) - { - fprintf(f, "\tmap_Kd %s\n", md.submeshMats[submeshIndex].diffuse_tex); - } - else - { - fprintf(f, "\tKd %f %f %f\n", float(rand()) / RAND_MAX, float(rand()) / RAND_MAX, float(rand()) / RAND_MAX); - } - 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) - { - fprintf(f, "g %d \n", 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]; - if (firstIdx == lastIdx) // There is no trianlges in this submesh. - { - continue; - } - fprintf(f, "usemtl %s\n", md.submeshMats[submeshIndex].name); - 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; - -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "NvBlastExtExporterObjWriter.h"
+#include <PxVec3.h>
+#include <sstream>
+#include "NvBlastExtAuthoringTypes.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include <algorithm>
+
+
+using namespace physx;
+using namespace Nv::Blast;
+
+char* gTexPath = "";
+
+void ObjFileWriter::release()
+{
+ delete this;
+}
+
+void ObjFileWriter::setInteriorIndex(int32_t index)
+{
+ mIntSurfaceMatIndex = index;
+}
+
+bool CompByMaterial(const Triangle& a, const Triangle& b)
+{
+ return a.materialId < b.materialId;
+}
+
+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->submeshMats;
+ delete[] md->uvs;
+ delete md;
+ });
+
+
+ ExporterMeshData& md = *mMeshData.get();
+ uint32_t triCount = aResult.geometryOffset[aResult.chunkCount];
+ md.meshCount = aResult.chunkCount;
+ md.submeshCount = aResult.materialCount;
+
+ int32_t additionalMats = 0;
+
+ if (mIntSurfaceMatIndex == -1 || mIntSurfaceMatIndex >= (int32_t)md.submeshCount)
+ {
+ md.submeshCount += 1;
+ mIntSurfaceMatIndex = md.submeshCount - 1;
+ additionalMats = 1;
+ }
+
+ md.submeshOffsets = new uint32_t[md.meshCount * md.submeshCount + 1];
+ md.submeshMats = new Material[md.submeshCount];
+
+ for (uint32_t i = 0; i < md.submeshCount - additionalMats; ++i)
+ {
+ md.submeshMats[i].name = aResult.materialNames[i];
+ md.submeshMats[i].diffuse_tex = nullptr;
+ }
+
+ if (additionalMats)
+ {
+ md.submeshMats[mIntSurfaceMatIndex].name = interiorNameStr.c_str();
+ md.submeshMats[mIntSurfaceMatIndex].diffuse_tex = nullptr;
+ }
+ 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;
+
+
+
+ /**
+ Now we need to sort input trianles chunk they belong to, then by material;
+ */
+ std::vector<Triangle> sorted;
+ sorted.reserve(triCount);
+
+
+ int32_t perChunkOffset = 0;
+ for (uint32_t i = 0; i < md.meshCount; ++i)
+ {
+ std::vector<uint32_t> perMaterialCount(md.submeshCount);
+
+ uint32_t first = aResult.geometryOffset[i];
+ uint32_t last = aResult.geometryOffset[i + 1];
+ uint32_t firstInSorted = sorted.size();
+ for (uint32_t t = first; t < last; ++t)
+ {
+ sorted.push_back(aResult.geometry[t]);
+ int32_t cmat = sorted.back().materialId;
+ if (cmat == MATERIAL_INTERIOR)
+ {
+ cmat = mIntSurfaceMatIndex;
+ }
+ perMaterialCount[cmat]++;
+ }
+ for (uint32_t mof = 0; mof < md.submeshCount; ++mof)
+ {
+ md.submeshOffsets[i * md.submeshCount + mof] = perChunkOffset * 3;
+ perChunkOffset += perMaterialCount[mof];
+ }
+ std::sort(sorted.begin() + firstInSorted, sorted.end(), CompByMaterial);
+ }
+ md.submeshOffsets[md.meshCount * md.submeshCount] = perChunkOffset * 3;
+
+ for (uint32_t vc = 0; vc < triCount; ++vc)
+ {
+ Triangle& tri = sorted[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 %s\n", md.submeshMats[submeshIndex].name);
+ if (md.submeshMats[submeshIndex].diffuse_tex != nullptr)
+ {
+ fprintf(f, "\tmap_Kd %s\n", md.submeshMats[submeshIndex].diffuse_tex);
+ }
+ else
+ {
+ fprintf(f, "\tKd %f %f %f\n", float(rand()) / RAND_MAX, float(rand()) / RAND_MAX, float(rand()) / RAND_MAX);
+ }
+ 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)
+ {
+ fprintf(f, "g %d \n", 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];
+ if (firstIdx == lastIdx) // There is no trianlges in this submesh.
+ {
+ continue;
+ }
+ fprintf(f, "usemtl %s\n", md.submeshMats[submeshIndex].name);
+ 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 index 68e025d..7685ea2 100644..100755 --- a/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h +++ b/sdk/extensions/exporter/source/NvBlastExtExporterObjWriter.h @@ -1,80 +1,80 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2018 NVIDIA Corporation. All rights reserved. - - -#ifndef NVBLASTEXTEXPORTEROBJWRITER_H -#define NVBLASTEXTEXPORTEROBJWRITER_H - -#include "NvBlastExtExporter.h" -#include <memory> -#include <vector> -#include <PxVec2.h> -#include <PxVec3.h> -#include <string> -struct NvBlastAsset; - -namespace Nv -{ -namespace Blast -{ - -class ObjFileWriter : public IMeshFileWriter -{ -public: - - ObjFileWriter(): mIntSurfaceMatIndex(-1), interiorNameStr("INTERIOR_MATERIAL") { }; - ~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; - - /** - Set interior material index. Not supported in OBJ since AuthoringTool doesn't created OBJ with materials currently. - */ - virtual void setInteriorIndex(int32_t index) override; - -private: - std::shared_ptr<ExporterMeshData> mMeshData; - int32_t mIntSurfaceMatIndex; - std::string interiorNameStr; -}; - -} -} - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTEXPORTEROBJWRITER_H
+#define NVBLASTEXTEXPORTEROBJWRITER_H
+
+#include "NvBlastExtExporter.h"
+#include <memory>
+#include <vector>
+#include <PxVec2.h>
+#include <PxVec3.h>
+#include <string>
+struct NvBlastAsset;
+
+namespace Nv
+{
+namespace Blast
+{
+
+class ObjFileWriter : public IMeshFileWriter
+{
+public:
+
+ ObjFileWriter(): mIntSurfaceMatIndex(-1), interiorNameStr("INTERIOR_MATERIAL") { };
+ ~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;
+
+ /**
+ Set interior material index. Not supported in OBJ since AuthoringTool doesn't created OBJ with materials currently.
+ */
+ virtual void setInteriorIndex(int32_t index) override;
+
+private:
+ std::shared_ptr<ExporterMeshData> mMeshData;
+ int32_t mIntSurfaceMatIndex;
+ std::string interiorNameStr;
+};
+
+}
+}
+
#endif // NVBLASTEXTEXPORTEROBJWRITER_H
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