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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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTEXTEXPORTERFBXWRITER_H
#define NVBLASTEXTEXPORTERFBXWRITER_H
#include "NvBlastExtExporter.h"
#include <memory>
#include <vector>
#include <map>
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<fbxsdk::FbxSurfaceMaterial*> 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<fbxsdk::FbxManager> sdkManager;
std::map<uint32_t, fbxsdk::FbxNode*> chunkNodes;
std::map<uint32_t, NvcVec3> 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<fbxsdk::FbxSurfaceMaterial*>& materials, const AuthoringResult& aResult);
void createChunkRecursiveNonSkinned(const std::string& meshName, uint32_t chunkIndex, fbxsdk::FbxNode* parentNode,
const std::vector<fbxsdk::FbxSurfaceMaterial*>& 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
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