// 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 "BlastAsset.h" #include "NvBlastExtPxAsset.h" #include "NvBlastTkAsset.h" #include "NvBlastExtDamageShaders.h" #include BlastAsset::BlastAsset(Renderer& renderer) : m_renderer(renderer), m_bondHealthMax(1.0f), m_supportChunkHealthMax(1.0f), m_damageAccelerator(nullptr) { } BlastAsset::~BlastAsset() { if (m_damageAccelerator) { m_damageAccelerator->release(); } } void BlastAsset::initialize() { // calc max healths const auto& actorDesc = m_pxAsset->getDefaultActorDesc(); if (actorDesc.initialBondHealths) { m_bondHealthMax = FLT_MIN; const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount(); for (uint32_t i = 0; i < bondCount; ++i) { m_bondHealthMax = std::max(m_bondHealthMax, actorDesc.initialBondHealths[i]); } } else { m_bondHealthMax = actorDesc.uniformInitialBondHealth; } if(actorDesc.initialSupportChunkHealths) { m_supportChunkHealthMax = FLT_MIN; const uint32_t nodeCount = m_pxAsset->getTkAsset().getGraph().nodeCount; for (uint32_t i = 0; i < nodeCount; ++i) { m_supportChunkHealthMax = std::max(m_supportChunkHealthMax, actorDesc.initialSupportChunkHealths[i]); } } else { m_supportChunkHealthMax = actorDesc.uniformInitialLowerSupportChunkHealth; } m_damageAccelerator = NvBlastExtDamageAcceleratorCreate(m_pxAsset->getTkAsset().getAssetLL(), 3); } size_t BlastAsset::getBlastAssetSize() const { return m_pxAsset->getTkAsset().getDataSize(); }