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All rights reserved. #ifndef NVBLASTEXTEXPORTERFBXWRITER_H #define NVBLASTEXTEXPORTERFBXWRITER_H #include "NvBlastExtExporter.h" #include #include #include 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 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 sdkManager; std::map chunkNodes; std::map 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& materials, const AuthoringResult& aResult); void createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, fbxsdk::FbxNode* parentNode, const std::vector& 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