// 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 NVBLASTEXTEXPORTEROBJWRITER_H #define NVBLASTEXTEXPORTEROBJWRITER_H #include "NvBlastExtExporter.h" #include #include #include #include #include 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 mMeshData; int32_t mIntSurfaceMatIndex; std::string interiorNameStr; }; } } #endif // NVBLASTEXTEXPORTEROBJWRITER_H