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// 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
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