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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_RENDERMESH_ASSET_AUTHORING_H
#define APEX_RENDERMESH_ASSET_AUTHORING_H
#include "ApexRenderMeshAsset.h"
#include "ApexSharedUtils.h"
#include "RenderMeshAssetIntl.h"
#include "ResourceProviderIntl.h"
#include "ApexResource.h"
#include "ApexActor.h"
#include "ApexAssetAuthoring.h"
#include "ApexString.h"
#include "ApexVertexFormat.h"
#include "ApexSDKImpl.h"
#include "ApexUsingNamespace.h"
#include "ApexRWLockable.h"
#ifndef WITHOUT_APEX_AUTHORING
namespace nvidia
{
namespace apex
{
// PHTODO, put this into the authoring asset
struct VertexReductionExtraData
{
void set(const ExplicitRenderTriangle& xTriangle)
{
smoothingMask = xTriangle.smoothingMask;
}
bool canMerge(const VertexReductionExtraData& other) const
{
return (smoothingMask & other.smoothingMask) != 0 || smoothingMask == 0 || other.smoothingMask == 0;
}
uint32_t smoothingMask;
};
class ApexRenderMeshAssetAuthoring : public ApexRenderMeshAsset, public ApexAssetAuthoring, public RenderMeshAssetAuthoringIntl
{
public:
APEX_RW_LOCKABLE_BOILERPLATE
ApexRenderMeshAssetAuthoring(ResourceList& list, RenderMeshAssetParameters* params, const char* name);
void release()
{
GetApexSDK()->releaseAssetAuthoring(*this);
}
void createRenderMesh(const MeshDesc& desc, bool createMappingInformation);
uint32_t createReductionMap(uint32_t* map, const Vertex* vertices, const uint32_t* smoothingGroups, uint32_t vertexCount,
const PxVec3& positionTolerance, float normalTolerance, float UVTolerance);
void deleteStaticBuffersAfterUse(bool set)
{
ApexRenderMeshAsset::deleteStaticBuffersAfterUse(set);
}
const char* getName(void) const
{
return ApexRenderMeshAsset::getName();
}
const char* getObjTypeName() const
{
return ApexRenderMeshAsset::getClassName();
}
bool prepareForPlatform(nvidia::apex::PlatformTag)
{
APEX_INVALID_OPERATION("Not Implemented.");
return false;
}
void setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist)
{
ApexAssetAuthoring::setToolString(toolName, toolVersion, toolChangelist);
}
uint32_t getSubmeshCount() const
{
return ApexRenderMeshAsset::getSubmeshCount();
}
uint32_t getPartCount() const
{
return ApexRenderMeshAsset::getPartCount();
}
const char* getMaterialName(uint32_t submeshIndex) const
{
return ApexRenderMeshAsset::getMaterialName(submeshIndex);
}
void setMaterialName(uint32_t submeshIndex, const char* name);
virtual void setWindingOrder(uint32_t submeshIndex, RenderCullMode::Enum winding);
virtual RenderCullMode::Enum getWindingOrder(uint32_t submeshIndex) const;
const RenderSubmesh& getSubmesh(uint32_t submeshIndex) const
{
return ApexRenderMeshAsset::getSubmesh(submeshIndex);
}
RenderSubmesh& getSubmeshWritable(uint32_t submeshIndex)
{
return *mSubmeshes[submeshIndex];
}
const PxBounds3& getBounds(uint32_t partIndex = 0) const
{
return ApexRenderMeshAsset::getBounds(partIndex);
}
void getStats(RenderMeshAssetStats& stats) const
{
ApexRenderMeshAsset::getStats(stats);
}
// From RenderMeshAssetAuthoringIntl
RenderSubmeshIntl& getInternalSubmesh(uint32_t submeshIndex)
{
return *ApexRenderMeshAsset::mSubmeshes[submeshIndex];
}
void permuteBoneIndices(const physx::Array<int32_t>& old2new)
{
ApexRenderMeshAsset::permuteBoneIndices(old2new);
}
void applyTransformation(const PxMat44& transformation, float scale)
{
ApexRenderMeshAsset::applyTransformation(transformation, scale);
}
void applyScale(float scale)
{
ApexRenderMeshAsset::applyScale(scale);
}
void reverseWinding()
{
ApexRenderMeshAsset::reverseWinding();
}
NvParameterized::Interface* getNvParameterized() const
{
return mParams;
}
/**
* \brief Releases the ApexAsset but returns the NvParameterized::Interface and *ownership* to the caller.
*/
virtual NvParameterized::Interface* releaseAndReturnNvParameterizedInterface(void)
{
NvParameterized::Interface* ret = mParams;
mParams = NULL;
release();
return ret;
}
protected:
// helper structs
struct VertexPart
{
uint32_t part, vertexIndex;
PX_INLINE bool operator()(const VertexPart& a, const VertexPart& b) const
{
if (a.part != b.part)
{
return a.part < b.part;
}
return a.vertexIndex < b.vertexIndex;
}
PX_INLINE static int cmp(const void* A, const void* B)
{
// Sorts by part, then vertexIndex
const int delta = (int)((VertexPart*)A)->part - (int)((VertexPart*)B)->part;
return delta != 0 ? delta : ((int)((VertexPart*)A)->vertexIndex - (int)((VertexPart*)B)->vertexIndex);
}
};
// helper methods
template<typename PxU>
bool fillSubmeshMap(physx::Array<VertexPart>& submeshMap, const void* const partIndicesVoid, uint32_t numParts,
const void* const vertexIndicesVoid, uint32_t numSubmeshIndices, uint32_t numSubmeshVertices);
// protected constructors
ApexRenderMeshAssetAuthoring(ResourceList& list);
virtual ~ApexRenderMeshAssetAuthoring();
};
}
} // end namespace nvidia::apex
#endif // WITHOUT_APEX_AUTHORING
#endif // APEX_RENDERMESH_ASSET_H
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