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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
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//
// 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
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// NVIDIA Corporation.
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// Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.


#ifndef OBJ_APEX_EXPORTER_H
#define OBJ_APEX_EXPORTER_H

#include <string>
#include <vector>
#include <NvBlastExtApexImportTool.h>



namespace physx
{
	class PxVec3;
	class PxVec2;
}

struct NvBlastAsset;

namespace Nv
{
namespace Blast
{

class ApexDestructibleGeometryExporter
{
public:
	ApexDestructibleGeometryExporter(std::string materialsDir, std::string exportDir) : m_materialsDir(materialsDir), m_exportDir(exportDir)
	{}

	bool exportToFile(NvBlastAsset* asset, const NvParameterized::Interface* dmeshIfs, ApexImporter::ApexImportTool& tool, const std::string& name,
		const std::vector<uint32_t>& chunkReorderInvMap, bool toFbx, bool toObj, bool fbxascii, bool nonSkinned, 
		const std::vector<std::vector<CollisionHull*> >& hulls = std::vector<std::vector<CollisionHull*> >());

private:
	ApexDestructibleGeometryExporter& operator=(const ApexDestructibleGeometryExporter&)
	{
		return *this;
	}
	const std::string m_materialsDir;
	const std::string m_exportDir;

};


} // namespace Blast
} // namespace Nv


#endif //OBJ_EXPORTER_H