// 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 NVBLASTEXTEXPORTERFBXUTILS_H #define NVBLASTEXTEXPORTERFBXUTILS_H #include "fbxsdk.h" #include #include 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 NvcVec3ToFbx(const NvcVec3& inVector, FbxVector4& outVector); static void NvcVec2ToFbx(const NvcVec2& 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