1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
|
// 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 <memory>
#include <vector>
#include <PxVec2.h>
#include <PxVec3.h>
#include <string>
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<ExporterMeshData> mMeshData;
int32_t mIntSurfaceMatIndex;
std::string interiorNameStr;
};
}
}
#endif // NVBLASTEXTEXPORTEROBJWRITER_H
|