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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 NVBLASTEXTEXPORTERFBXREADER_H
#define NVBLASTEXTEXPORTERFBXREADER_H
#include <memory>
#include "fbxsdk.h"
#include <vector>
#include <map>
#include "NvBlastExtExporter.h"
#include "NvBlastExtAuthoringTypes.h"
namespace Nv
{
namespace Blast
{
class Mesh;
class FbxFileReader : public IFbxFileReader
{
struct CollisionHullImpl : public Nv::Blast::CollisionHull
{
//copy from existing
CollisionHullImpl(const CollisionHullImpl& other) : CollisionHullImpl()
{
copyFrom(other);
}
CollisionHullImpl()
{
pointsCount = 0;
indicesCount = 0;
polygonDataCount = 0;
points = nullptr;
indices = nullptr;
polygonData = nullptr;
}
CollisionHullImpl(CollisionHullImpl&& other)
{
operator=(std::move(other));
}
CollisionHullImpl& operator=(const CollisionHullImpl& other)
{
if (&other != this)
{
delete[] points;
delete[] indices;
delete[] polygonData;
copyFrom(other);
}
return *this;
}
CollisionHullImpl& operator=(CollisionHullImpl&& other)
{
if (&other != this)
{
pointsCount = other.pointsCount;
indicesCount = other.indicesCount;
polygonDataCount = other.polygonDataCount;
points = other.points;
indices = other.indices;
polygonData = other.polygonData;
other.pointsCount = 0;
other.indicesCount = 0;
other.polygonDataCount = 0;
other.points = nullptr;
other.indices = nullptr;
other.polygonData = nullptr;
}
return *this;
}
virtual ~CollisionHullImpl()
{
delete[] points;
delete[] indices;
delete[] polygonData;
}
private:
void copyFrom(const CollisionHullImpl& other)
{
pointsCount = other.pointsCount;
indicesCount = other.indicesCount;
polygonDataCount = other.polygonDataCount;
points = new NvcVec3[pointsCount];
indices = new uint32_t[indicesCount];
polygonData = new Nv::Blast::HullPolygon[polygonDataCount];
memcpy(points, other.points, sizeof(points[0]) * pointsCount);
memcpy(indices, other.indices, sizeof(indices[0]) * indicesCount);
memcpy(polygonData, other.polygonData, sizeof(polygonData[0]) * polygonDataCount);
}
};
public:
FbxFileReader();
~FbxFileReader() = default;
virtual void release() override;
/*
Load from the specified file path, returning a mesh or nullptr if failed
*/
virtual void loadFromFile(const char* filename) override;
virtual uint32_t getVerticesCount() const override
{
return mVertexPositions.size();
}
virtual uint32_t getIndicesCount() const override
{
return mIndices.size();
}
/**
Check whether file contained an collision geometry
*/
virtual bool isCollisionLoaded() override;
/**
Retrieve collision geometry if it exist
*/
virtual uint32_t getCollision(uint32_t*& hullsOffset, Nv::Blast::CollisionHull**& hulls) override;
virtual uint32_t getBoneInfluences(uint32_t*& out) override;
virtual uint32_t getBoneCount() override;
/**
Get loaded vertex positions
*/
virtual NvcVec3* getPositionArray() override;
/**
Get loaded vertex normals
*/
virtual NvcVec3* getNormalsArray() override;
/**
Get loaded vertex uv-coordinates
*/
virtual NvcVec2* getUvArray() override;
/**
Get loaded triangle indices
*/
virtual uint32_t* getIndexArray() override;
/**
Get loaded per triangle material ids.
*/
int32_t* getMaterialIds() override;
/**
Get loaded per triangle smoothing groups. Currently not supported.
*/
int32_t* getSmoothingGroups() override;
/**
Get material name.
*/
const char* getMaterialName(int32_t id) override;
int32_t getMaterialCount() override;
private:
uint32_t mMeshCount;
uint32_t mChunkCount;
std::vector<uint32_t> mHullsOffset;
std::vector<CollisionHullImpl> mHulls;
std::vector<uint32_t> mVertexToContainingChunkMap;
std::multimap<uint32_t, FbxNode*> mCollisionNodes;
std::vector<NvcVec3> mVertexPositions;
std::vector<NvcVec3> mVertexNormals;
std::vector<NvcVec2> mVertexUv;
std::vector<uint32_t> mIndices;
std::vector<int32_t> mSmoothingGroups;
std::vector<int32_t> mMaterialIds;
std::vector<std::string> mMaterialNames;
FbxAMatrix getTransformForNode(FbxNode* node);
void getFbxMeshes(FbxDisplayLayer* collisionDisplayLayer, FbxNode* node, std::vector<FbxNode*>& meshNodes);
bool getCollisionInternal();
bool getBoneInfluencesInternal(FbxMesh* meshNode);
};
}
}
#endif
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