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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
// 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 "BlastAssetBoxes.h"
#include "BlastFamilyBoxes.h"
#include "NvBlastExtPxAsset.h"
#include "PxPhysics.h"
#include "cooking/PxCooking.h"
BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc)
: BlastAsset(renderer)
{
// generate boxes slices procedurally
CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings);
// asset desc / tk asset
ExtPxAssetDesc assetDesc;
assetDesc.chunkDescs = m_generatorAsset.solverChunks.data();
assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
assetDesc.bondDescs = m_generatorAsset.solverBonds.data();
assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size();
std::vector<uint8_t> bondFlags(assetDesc.bondCount);
std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0);
assetDesc.bondFlags = bondFlags.data();
// box convex
PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } };
PxConvexMeshDesc convexMeshDesc;
convexMeshDesc.points.count = 8;
convexMeshDesc.points.data = vertices;
convexMeshDesc.points.stride = sizeof(PxVec3);
convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback());
// prepare chunks
const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size();
std::vector<ExtPxAssetDesc::ChunkDesc> pxChunks(chunkCount);
std::vector<ExtPxAssetDesc::SubchunkDesc> pxSubchunks;
pxSubchunks.reserve(chunkCount);
for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++)
{
uint32_t chunkID = m_generatorAsset.solverChunks[i].userData;
GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID];
PxVec3 position = *reinterpret_cast<PxVec3*>(&cube.position);
PxVec3 extents = *reinterpret_cast<PxVec3*>(&cube.extents);
ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID];
ExtPxAssetDesc::SubchunkDesc subchunk =
{
PxTransform(position),
PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2))
};
pxSubchunks.push_back(subchunk);
chunk.subchunks = &pxSubchunks.back();
chunk.subchunkCount = 1;
chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight;
}
// create asset
assetDesc.pxChunks = pxChunks.data();
m_pxAsset = ExtPxAsset::create(assetDesc, framework);
initialize();
}
BlastAssetBoxes::~BlastAssetBoxes()
{
m_boxMesh->release();
m_pxAsset->release();
}
BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc)
{
return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc));
}
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