diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/blast/BlastFamilyModelSimple.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | archived-blast-1.1.3_rc1.tar.xz archived-blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/blast/BlastFamilyModelSimple.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/blast/BlastFamilyModelSimple.cpp | 708 |
1 files changed, 354 insertions, 354 deletions
diff --git a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp index 167ff36..61feec8 100644..100755 --- a/samples/SampleBase/blast/BlastFamilyModelSimple.cpp +++ b/samples/SampleBase/blast/BlastFamilyModelSimple.cpp @@ -1,354 +1,354 @@ -// 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) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "BlastFamilyModelSimple.h" -#include "RenderUtils.h" -#include "DeviceManager.h" -#include "Renderer.h" -#include "NvBlastExtPxAsset.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastTkActor.h" -#include "NvBlastTkAsset.h" -#include "PxRigidDynamic.h" - -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// SimpleRenderMesh -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -class SimpleRenderMesh : public IRenderMesh -{ -public: - SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh) - { - m_device = GetDeviceManager()->GetDevice(); - - m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); - - m_numVertices = static_cast<uint32_t>(mesh->vertices.size()); - m_numFaces = static_cast<uint32_t>(mesh->indices.size()); - - // VB - { - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = mesh->vertices.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer)); - } - - // Health Buffer - { - // fill with 1.0f initially - std::vector<float> healths(mesh->vertices.size()); - std::fill(healths.begin(), healths.end(), 1.0f); - - D3D11_SUBRESOURCE_DATA vertexBufferData; - ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); - vertexBufferData.pSysMem = healths.data(); - - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices); - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - - V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer)); - } - - // IB - if (m_numFaces) - { - D3D11_SUBRESOURCE_DATA indexBufferData; - - ZeroMemory(&indexBufferData, sizeof(indexBufferData)); - indexBufferData.pSysMem = mesh->indices.data(); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_IMMUTABLE; - - V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer)); - } - } - - ~SimpleRenderMesh() - { - SAFE_RELEASE(m_healthBuffer); - SAFE_RELEASE(m_vertexBuffer); - SAFE_RELEASE(m_indexBuffer); - } - - - void render(ID3D11DeviceContext& context) const - { - context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - - UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) }; - UINT offsets[2] = { 0 }; - ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer }; - context.IASetVertexBuffers(0, 2, buffers, strides, offsets); - - - context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); - - if (m_indexBuffer) - context.DrawIndexed(m_numFaces, 0, 0); - else - context.Draw(m_numVertices, 0); - } - - const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; } - - const SimpleMesh* getMesh() { return m_mesh; } - - void updateHealths(const std::vector<float>& healths) - { - ID3D11DeviceContext* context; - m_device->GetImmediateContext(&context); - - // update buffer - { - D3D11_MAPPED_SUBRESOURCE mappedRead; - V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead)); - memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size()); - context->Unmap(m_healthBuffer, 0); - } - - } - - -private: - - ID3D11Device* m_device; - - ID3D11Buffer* m_vertexBuffer; - ID3D11Buffer* m_healthBuffer; - ID3D11Buffer* m_indexBuffer; - uint32_t m_numFaces; - uint32_t m_numVertices; - - std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc; - - const SimpleMesh* m_mesh; -}; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// BlastFamilyModelSimple -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc) - : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer) -{ - // materials - auto materials = blastAsset.getRenderMaterials(); - - // model - const BlastModel& model = blastAsset.getModel(); - - // create render mesh for every BlastModel::Chunk::Mesh and renderable with it - const std::vector<BlastModel::Chunk>& modelChunks = model.chunks; - m_chunks.resize(modelChunks.size()); - for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++) - { - const std::vector<BlastModel::Chunk::Mesh>& meshes = modelChunks[chunkIndex].meshes; - std::vector<SimpleRenderMesh*>& renderMeshes = m_chunks[chunkIndex].renderMeshes; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - renderMeshes.resize(meshes.size()); - renderables.resize(meshes.size()); - for (uint32_t i = 0; i < meshes.size(); i++) - { - renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh); - - uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex; - Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]); - renderable->setHidden(true); - renderables[i] = renderable; - - } - } - - // initialize in position - initialize(desc); -} - -BlastFamilyModelSimple::~BlastFamilyModelSimple() -{ - // release all chunks - for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++) - { - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++) - { - m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]); - SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]); - } - } -} - -void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor) -{ - // separate color for every material - std::vector<DirectX::XMFLOAT4> colors; - - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t r = 0; r < renderables.size(); r++) - { - if (colors.size() <= r) - colors.push_back(getRandomPastelColor()); - - renderables[r]->setHidden(false); - renderables[r]->setColor(colors[r]); - } - } -} - -void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor) -{ - const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks(); - const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks(); - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform); - } - } -} - -void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor) -{ - const uint32_t* chunkIndices = actor.getChunkIndices(); - uint32_t chunkCount = actor.getChunkCount(); - for (uint32_t i = 0; i < chunkCount; i++) - { - uint32_t chunkIndex = chunkIndices[i]; - std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables; - for (Renderable* r : renderables) - { - r->setHidden(true); - } - } -} - -void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor) -{ - TkActor& tkActor = actor.getTkActor(); - const TkAsset* tkAsset = tkActor.getAsset(); - - const float* bondHealths = tkActor.getBondHealths(); - uint32_t nodeCount = tkActor.getGraphNodeCount(); - if (nodeCount == 0) // subsupport chunks don't have graph nodes - return; - - std::vector<uint32_t> nodes(tkActor.getGraphNodeCount()); - tkActor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size())); - - const NvBlastChunk* chunks = tkAsset->getChunks(); - const NvBlastBond* bonds = tkAsset->getBonds(); - - const NvBlastSupportGraph graph = tkAsset->getGraph(); - const float bondHealthMax = m_blastAsset.getBondHealthMax(); - - std::vector<float> healthBuffer; - - for (uint32_t node0 : nodes) - { - uint32_t chunkIndex = graph.chunkIndices[node0]; - - if (chunkIndex >= m_chunks.size()) - continue; - - std::vector<SimpleRenderMesh*>& meshes = m_chunks[chunkIndex].renderMeshes; - const auto& renderables = m_chunks[chunkIndex].renderables; - for (uint32_t i = 0; i < meshes.size(); ++i) - { - if(renderables[i]->isHidden()) - continue; - - SimpleRenderMesh* renderMesh = meshes[i]; - - const SimpleMesh* mesh = renderMesh->getMesh(); - healthBuffer.resize(mesh->vertices.size()); - - for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++) - { - PxVec3 position = mesh->vertices[vertexIndex].position; - float health = 0.0f; - float healthDenom = 0.0f; - - for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++) - { - uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex]; - uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex]; - float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f); - const NvBlastBond& solverBond = bonds[bondIndex]; - const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid); - - float factor = 1.0f / (centroid - position).magnitudeSquared(); - - health += bondHealth * factor; - healthDenom += factor; - } - - healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f; - } - - renderMesh->updateHealths(healthBuffer); - } - } -} +// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "BlastFamilyModelSimple.h"
+#include "RenderUtils.h"
+#include "DeviceManager.h"
+#include "Renderer.h"
+#include "NvBlastExtPxAsset.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastTkActor.h"
+#include "NvBlastTkAsset.h"
+#include "PxRigidDynamic.h"
+
+using namespace physx;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// SimpleRenderMesh
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+class SimpleRenderMesh : public IRenderMesh
+{
+public:
+ SimpleRenderMesh(const SimpleMesh* mesh) : m_mesh(mesh)
+ {
+ m_device = GetDeviceManager()->GetDevice();
+
+ m_inputDesc.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ m_inputDesc.push_back({ "TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ m_numVertices = static_cast<uint32_t>(mesh->vertices.size());
+ m_numFaces = static_cast<uint32_t>(mesh->indices.size());
+
+ // VB
+ {
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+ ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
+ vertexBufferData.pSysMem = mesh->vertices.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = sizeof(SimpleMesh::Vertex) * m_numVertices;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+
+ V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_vertexBuffer));
+ }
+
+ // Health Buffer
+ {
+ // fill with 1.0f initially
+ std::vector<float> healths(mesh->vertices.size());
+ std::fill(healths.begin(), healths.end(), 1.0f);
+
+ D3D11_SUBRESOURCE_DATA vertexBufferData;
+ ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
+ vertexBufferData.pSysMem = healths.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = (uint32_t)(sizeof(float) * m_numVertices);
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+
+ V(m_device->CreateBuffer(&bufferDesc, &vertexBufferData, &m_healthBuffer));
+ }
+
+ // IB
+ if (m_numFaces)
+ {
+ D3D11_SUBRESOURCE_DATA indexBufferData;
+
+ ZeroMemory(&indexBufferData, sizeof(indexBufferData));
+ indexBufferData.pSysMem = mesh->indices.data();
+
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.ByteWidth = sizeof(uint32_t) * m_numFaces;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
+
+ V(m_device->CreateBuffer(&bufferDesc, &indexBufferData, &m_indexBuffer));
+ }
+ }
+
+ ~SimpleRenderMesh()
+ {
+ SAFE_RELEASE(m_healthBuffer);
+ SAFE_RELEASE(m_vertexBuffer);
+ SAFE_RELEASE(m_indexBuffer);
+ }
+
+
+ void render(ID3D11DeviceContext& context) const
+ {
+ context.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ UINT strides[2] = { sizeof(SimpleMesh::Vertex), sizeof(uint32_t) };
+ UINT offsets[2] = { 0 };
+ ID3D11Buffer* buffers[2] = { m_vertexBuffer, m_healthBuffer };
+ context.IASetVertexBuffers(0, 2, buffers, strides, offsets);
+
+
+ context.IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
+
+ if (m_indexBuffer)
+ context.DrawIndexed(m_numFaces, 0, 0);
+ else
+ context.Draw(m_numVertices, 0);
+ }
+
+ const std::vector<D3D11_INPUT_ELEMENT_DESC>& getInputElementDesc() const { return m_inputDesc; }
+
+ const SimpleMesh* getMesh() { return m_mesh; }
+
+ void updateHealths(const std::vector<float>& healths)
+ {
+ ID3D11DeviceContext* context;
+ m_device->GetImmediateContext(&context);
+
+ // update buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedRead;
+ V(context->Map(m_healthBuffer, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mappedRead));
+ memcpy(mappedRead.pData, healths.data(), sizeof(float) * healths.size());
+ context->Unmap(m_healthBuffer, 0);
+ }
+
+ }
+
+
+private:
+
+ ID3D11Device* m_device;
+
+ ID3D11Buffer* m_vertexBuffer;
+ ID3D11Buffer* m_healthBuffer;
+ ID3D11Buffer* m_indexBuffer;
+ uint32_t m_numFaces;
+ uint32_t m_numVertices;
+
+ std::vector<D3D11_INPUT_ELEMENT_DESC> m_inputDesc;
+
+ const SimpleMesh* m_mesh;
+};
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BlastFamilyModelSimple
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+BlastFamilyModelSimple::BlastFamilyModelSimple(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetModelSimple& blastAsset, const BlastAsset::ActorDesc& desc)
+ : BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
+{
+ // materials
+ auto materials = blastAsset.getRenderMaterials();
+
+ // model
+ const BlastModel& model = blastAsset.getModel();
+
+ // create render mesh for every BlastModel::Chunk::Mesh and renderable with it
+ const std::vector<BlastModel::Chunk>& modelChunks = model.chunks;
+ m_chunks.resize(modelChunks.size());
+ for (uint32_t chunkIndex = 0; chunkIndex < modelChunks.size(); chunkIndex++)
+ {
+ const std::vector<BlastModel::Chunk::Mesh>& meshes = modelChunks[chunkIndex].meshes;
+ std::vector<SimpleRenderMesh*>& renderMeshes = m_chunks[chunkIndex].renderMeshes;
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ renderMeshes.resize(meshes.size());
+ renderables.resize(meshes.size());
+ for (uint32_t i = 0; i < meshes.size(); i++)
+ {
+ renderMeshes[i] = new SimpleRenderMesh(&meshes[i].mesh);
+
+ uint32_t materialIndex = model.chunks[chunkIndex].meshes[i].materialIndex;
+ Renderable* renderable = renderer.createRenderable(*renderMeshes[i], *materials[materialIndex]);
+ renderable->setHidden(true);
+ renderables[i] = renderable;
+
+ }
+ }
+
+ // initialize in position
+ initialize(desc);
+}
+
+BlastFamilyModelSimple::~BlastFamilyModelSimple()
+{
+ // release all chunks
+ for (uint32_t chunkIndex = 0; chunkIndex < m_chunks.size(); chunkIndex++)
+ {
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t i = 0; i < m_chunks[chunkIndex].renderables.size(); i++)
+ {
+ m_renderer.removeRenderable(m_chunks[chunkIndex].renderables[i]);
+ SAFE_DELETE(m_chunks[chunkIndex].renderMeshes[i]);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorCreated(const ExtPxActor& actor)
+{
+ // separate color for every material
+ std::vector<DirectX::XMFLOAT4> colors;
+
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t r = 0; r < renderables.size(); r++)
+ {
+ if (colors.size() <= r)
+ colors.push_back(getRandomPastelColor());
+
+ renderables[r]->setHidden(false);
+ renderables[r]->setColor(colors[r]);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorUpdate(const ExtPxActor& actor)
+{
+ const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
+ const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (Renderable* r : renderables)
+ {
+ r->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorDestroyed(const ExtPxActor& actor)
+{
+ const uint32_t* chunkIndices = actor.getChunkIndices();
+ uint32_t chunkCount = actor.getChunkCount();
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ uint32_t chunkIndex = chunkIndices[i];
+ std::vector<Renderable*>& renderables = m_chunks[chunkIndex].renderables;
+ for (Renderable* r : renderables)
+ {
+ r->setHidden(true);
+ }
+ }
+}
+
+void BlastFamilyModelSimple::onActorHealthUpdate(const ExtPxActor& actor)
+{
+ TkActor& tkActor = actor.getTkActor();
+ const TkAsset* tkAsset = tkActor.getAsset();
+
+ const float* bondHealths = tkActor.getBondHealths();
+ uint32_t nodeCount = tkActor.getGraphNodeCount();
+ if (nodeCount == 0) // subsupport chunks don't have graph nodes
+ return;
+
+ std::vector<uint32_t> nodes(tkActor.getGraphNodeCount());
+ tkActor.getGraphNodeIndices(nodes.data(), static_cast<uint32_t>(nodes.size()));
+
+ const NvBlastChunk* chunks = tkAsset->getChunks();
+ const NvBlastBond* bonds = tkAsset->getBonds();
+
+ const NvBlastSupportGraph graph = tkAsset->getGraph();
+ const float bondHealthMax = m_blastAsset.getBondHealthMax();
+
+ std::vector<float> healthBuffer;
+
+ for (uint32_t node0 : nodes)
+ {
+ uint32_t chunkIndex = graph.chunkIndices[node0];
+
+ if (chunkIndex >= m_chunks.size())
+ continue;
+
+ std::vector<SimpleRenderMesh*>& meshes = m_chunks[chunkIndex].renderMeshes;
+ const auto& renderables = m_chunks[chunkIndex].renderables;
+ for (uint32_t i = 0; i < meshes.size(); ++i)
+ {
+ if(renderables[i]->isHidden())
+ continue;
+
+ SimpleRenderMesh* renderMesh = meshes[i];
+
+ const SimpleMesh* mesh = renderMesh->getMesh();
+ healthBuffer.resize(mesh->vertices.size());
+
+ for (uint32_t vertexIndex = 0; vertexIndex < mesh->vertices.size(); vertexIndex++)
+ {
+ PxVec3 position = mesh->vertices[vertexIndex].position;
+ float health = 0.0f;
+ float healthDenom = 0.0f;
+
+ for (uint32_t adjacencyIndex = graph.adjacencyPartition[node0]; adjacencyIndex < graph.adjacencyPartition[node0 + 1]; adjacencyIndex++)
+ {
+ uint32_t node1 = graph.adjacentNodeIndices[adjacencyIndex];
+ uint32_t bondIndex = graph.adjacentBondIndices[adjacencyIndex];
+ float bondHealth = PxClamp(bondHealths[bondIndex] / bondHealthMax, 0.0f, 1.0f);
+ const NvBlastBond& solverBond = bonds[bondIndex];
+ const PxVec3& centroid = reinterpret_cast<const PxVec3&>(solverBond.centroid);
+
+ float factor = 1.0f / (centroid - position).magnitudeSquared();
+
+ health += bondHealth * factor;
+ healthDenom += factor;
+ }
+
+ healthBuffer[vertexIndex] = healthDenom > 0.0f ? health / healthDenom : 1.0f;
+ }
+
+ renderMesh->updateHealths(healthBuffer);
+ }
+ }
+}
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