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# sdk/extensions/exporter/include/NvBlastExtExporter.h

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    00001 // This code contains NVIDIA Confidential Information and is disclosed to you
    00002 // under a form of NVIDIA software license agreement provided separately to you.
    00003 //
    00004 // Notice
    00005 // NVIDIA Corporation and its licensors retain all intellectual property and
    00006 // proprietary rights in and to this software and related documentation and
    00007 // any modifications thereto. Any use, reproduction, disclosure, or
    00008 // distribution of this software and related documentation without an express
    00009 // license agreement from NVIDIA Corporation is strictly prohibited.
    00010 //
    00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
    00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
    00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
    00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
    00015 //
    00016 // Information and code furnished is believed to be accurate and reliable.
    00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
    00018 // information or for any infringement of patents or other rights of third parties that may
    00019 // result from its use. No license is granted by implication or otherwise under any patent
    00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
    00021 // This code supersedes and replaces all information previously supplied.
    00022 // NVIDIA Corporation products are not authorized for use as critical
    00023 // components in life support devices or systems without express written approval of
    00024 // NVIDIA Corporation.
    00025 //
    00026 // Copyright (c) 2020 NVIDIA Corporation. All rights reserved.
    00027
    00028
    00029 #ifndef NVBLASTEXTEXPORTER_H
    00030 #define NVBLASTEXTEXPORTER_H
    00031
    00032 #include "NvBlastTypes.h"
    00033 #include "NvCTypes.h"
    00034
    00035 struct NvBlastAsset;
    00036
    00037 namespace Nv
    00038 {
    00039 namespace Blast
    00040 {
    00041 struct AuthoringResult;
    00042 struct CollisionHull;
    00043
    00044 struct Material
    00045 {
    00046     const char* name;
    00047     const char* diffuse_tex;
    00048 };
    00049
    00050 struct ExporterMeshData
    00051 {
    00052     NvBlastAsset* asset; //Blast asset
    00053
    00054     uint32_t positionsCount; //Number of positions
    00055
    00056     uint32_t normalsCount; //Number of normals
    00057
    00058     uint32_t uvsCount; //Number of textures uv
    00059
    00060     NvcVec3* positions; //Array of positions
    00061
    00062     NvcVec3* normals;  // Array of normals
    00063
    00064     NvcVec2* uvs;  // Array of textures uv
    00065
    00066     uint32_t meshCount; //Number of meshes (chunks)
    00067
    00068     uint32_t submeshCount; //Number of submeshes
    00069
    00070     Material* submeshMats;
    00071
    00072
    00078     uint32_t* submeshOffsets;
    00079
    00080     uint32_t* posIndex; //Array of position indices
    00081
    00082     uint32_t* normIndex; //Array of normals indices
    00083
    00084     uint32_t* texIndex; //Array of texture indices
    00085
    00086
    00092     uint32_t* hullsOffsets;
    00093
    00094     CollisionHull** hulls; //Array of pointers to hull for all meshes
    00095 };
    00096
    00100 class IMeshFileReader
    00101 {
    00102 public:
    00103
    00107     virtual void            release() = 0;
    00108
    00109     /*
    00110         Load from the specified file path
    00111     */
    00112     virtual void            loadFromFile(const char* filename) = 0;
    00113
    00117     virtual uint32_t        getVerticesCount() const = 0;
    00118
    00122     virtual uint32_t        getIndicesCount() const = 0;
    00123
    00127     virtual NvcVec3*    getPositionArray() = 0;
    00128
    00132     virtual NvcVec3*    getNormalsArray() = 0;
    00133
    00137     virtual NvcVec2*    getUvArray() = 0;
    00138
    00142     virtual int32_t*        getMaterialIds() = 0;
    00143
    00147     virtual int32_t*        getSmoothingGroups() = 0;
    00148
    00152     virtual const char*     getMaterialName(int32_t id) = 0;
    00153
    00157     virtual int32_t         getMaterialCount() = 0;
    00158
    00159
    00160
    00164     virtual uint32_t*       getIndexArray() = 0;
    00165
    00166
    00170     virtual bool            isCollisionLoaded() = 0;
    00171
    00180     virtual uint32_t        getCollision(uint32_t*& hullsOffset, CollisionHull**& hulls) = 0;
    00181
    00182 };
    00183
    00187 class IFbxFileReader : public IMeshFileReader
    00188 {
    00189 public:
    00197     virtual uint32_t getBoneInfluences(uint32_t*& out) = 0;
    00198
    00202     virtual uint32_t getBoneCount() = 0;
    00203 };
    00204
    00208 class IMeshFileWriter
    00209 {
    00210 public:
    00211
    00215     virtual void release() = 0;
    00216
    00220     virtual bool appendMesh(const AuthoringResult& aResult, const char* assetName, bool nonSkinned = false) = 0;
    00221
    00225     virtual bool appendMesh(const ExporterMeshData& meshData, const char* assetName, bool nonSkinned = false) = 0;
    00226
    00230     virtual bool saveToFile(const char* assetName, const char* outputPath) = 0;
    00231
    00235     virtual void setInteriorIndex(int32_t index) = 0;
    00236 };
    00237
    00238 }
    00239 }
    00240
    00244 NVBLAST_API Nv::Blast::IMeshFileReader* NvBlastExtExporterCreateObjFileReader();
    00245
    00249 NVBLAST_API Nv::Blast::IFbxFileReader* NvBlastExtExporterCreateFbxFileReader();
    00250
    00254 NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateObjFileWriter();
    00255
    00261 NVBLAST_API Nv::Blast::IMeshFileWriter* NvBlastExtExporterCreateFbxFileWriter(bool outputFBXAscii = false);
    00262
    00263 #endif //NVBLASTEXTEXPORTER_H