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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 NVBLASTEXTEXPORTEROBJREADER_H
#define NVBLASTEXTEXPORTEROBJREADER_H
#include <memory>
#include <string>
#include <vector>
#include "NvBlastExtExporter.h"
namespace Nv
{
namespace Blast
{
class Mesh;
class ObjFileReader : public IMeshFileReader
{
public:
ObjFileReader();
~ObjFileReader() = 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;
/**
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 { return mPerFaceMatId.data(); };
/**
Get loaded per triangle smoothing groups. Currently not supported by OBJ.
*/
int32_t* getSmoothingGroups() override { return nullptr; };
/**
Get material name.
*/
const char* getMaterialName(int32_t id) override { return mMaterialNames[id].c_str(); }
/**
Get material count.
*/
int32_t getMaterialCount() { return mMaterialNames.size(); };
private:
std::vector<NvcVec3> mVertexPositions;
std::vector<NvcVec3> mVertexNormals;
std::vector<NvcVec2> mVertexUv;
std::vector<uint32_t> mIndices;
std::vector<std::string> mMaterialNames;
std::vector<int32_t> mPerFaceMatId;
};
}
}
#endif // NVBLASTEXTEXPORTEROBJREADER_H
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