// 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) 2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTEXTEXPORTER_H #define NVBLASTEXTEXPORTER_H #include "NvBlastTypes.h" #include "NvCTypes.h" struct NvBlastAsset; namespace Nv { namespace Blast { struct AuthoringResult; struct CollisionHull; struct Material { const char* name; const char* diffuse_tex; }; struct ExporterMeshData { NvBlastAsset* asset; //Blast asset uint32_t positionsCount; //Number of positions uint32_t normalsCount; //Number of normals uint32_t uvsCount; //Number of textures uv NvcVec3* positions; //Array of positions NvcVec3* normals; // Array of normals NvcVec2* uvs; // Array of textures uv uint32_t meshCount; //Number of meshes (chunks) uint32_t submeshCount; //Number of submeshes Material* submeshMats; /** Indices offsets for posIndex, normIndex and texIndex First position index: posIndex[submeshOffsets[meshId * submeshCount + submeshId]] Total number of indices: submeshOffsets[meshCount * submeshCount] */ uint32_t* submeshOffsets; uint32_t* posIndex; //Array of position indices uint32_t* normIndex; //Array of normals indices uint32_t* texIndex; //Array of texture indices /** Hull offsets. Contains meshCount + 1 element. First hull for i-th mesh: hulls[hullsOffsets[i]] hullsOffsets[meshCount+1] is total number of hulls */ uint32_t* hullsOffsets; CollisionHull** hulls; //Array of pointers to hull for all meshes }; /** An interface for Blast mesh file reader */ class IMeshFileReader { public: /** Delete this object */ virtual void release() = 0; /* Load from the specified file path */ virtual void loadFromFile(const char* filename) = 0; /** Number of loaded vertices */ virtual uint32_t getVerticesCount() const = 0; /** Number of loaded indices */ virtual uint32_t getIndicesCount() const = 0; /** Get loaded vertex positions */ virtual NvcVec3* getPositionArray() = 0; /** Get loaded vertex normals */ virtual NvcVec3* getNormalsArray() = 0; /** Get loaded vertex uv-coordinates */ virtual NvcVec2* getUvArray() = 0; /** Get loaded per triangle material ids. */ virtual int32_t* getMaterialIds() = 0; /** Get loaded per triangle smoothing groups. */ virtual int32_t* getSmoothingGroups() = 0; /** Get material name. */ virtual const char* getMaterialName(int32_t id) = 0; /** Get material count. */ virtual int32_t getMaterialCount() = 0; /** Get loaded triangle indices */ virtual uint32_t* getIndexArray() = 0; /** Check whether file contained an collision geometry */ virtual bool isCollisionLoaded() = 0; /** Retrieve collision geometry if it exist \note User should call NVBLAST_FREE for hulls and hullsOffset when it not needed anymore \param[out] hullsOffset Array of hull offsets for hulls array. The size is meshCount + 1. \param[out] hulls Array of hull. The first i-th mesh hull: hulls[hullsOffset[i]]. The size is written to hullsOffset[meshCount] \return Number of meshes (meshCount) */ virtual uint32_t getCollision(uint32_t*& hullsOffset, CollisionHull**& hulls) = 0; }; /** An interface for fbx file reader */ class IFbxFileReader : public IMeshFileReader { public: /** Retrieve bone influence if it exist, this is a bone index for each vertex in the mesh \note User should call NVBLAST_FREE for out when it not needed anymore \param[out] out Array of bone influences. \return Number of bones influences (boneCount) */ virtual uint32_t getBoneInfluences(uint32_t*& out) = 0; /** Return number of bones in fbx file */ virtual uint32_t getBoneCount() = 0; }; /** An interface for Blast mesh file writer */ class IMeshFileWriter { public: /** Delete this object */ virtual void release() = 0; /** Append rendermesh to scene. Meshes constructed from arrays of triangles. */ virtual bool appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned = false) = 0; /** Append rendermesh to scene. Meshes constructed from arrays of vertices and indices */ virtual bool appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned = false) = 0; /** Save scene to file. */ virtual bool saveToFile(const char* assetName, const char* outputPath) = 0; /** Set material index for interior surface. By default new material will be created; */ virtual void setInteriorIndex(int32_t index) = 0; }; } } /** Creates an instance of IMeshFileReader for reading obj file. */ NVBLAST_API Nv::Blast::IMeshFileReader* NvBlastExtExporterCreateObjFileReader(); /** Creates an instance of IFbxFileReader for reading fbx file. */ NVBLAST_API Nv::Blast::IFbxFileReader* NvBlastExtExporterCreateFbxFileReader(); /** Creates an instance of IMeshFileWriter for writing obj file. */ NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateObjFileWriter(); /** Creates an instance of IMeshFileWriter for writing fbx file. \param[in] outputFBXAscii If true writes fbx in ascii format otherwise write in binary. */ NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateFbxFileWriter(bool outputFBXAscii = false); #endif //NVBLASTEXTEXPORTER_H