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authorBryan Galdrikian <[email protected]>2017-02-21 12:07:59 -0800
committerBryan Galdrikian <[email protected]>2017-02-21 12:07:59 -0800
commit446ce137c6823ba9eff273bdafdaf266287c7c98 (patch)
treed20aab3e2ed08d7b3ca71c2f40db6a93ea00c459 /NvBlast/test/src/unit/ActorTests.cpp
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first commitv1.0.0-beta
Diffstat (limited to 'NvBlast/test/src/unit/ActorTests.cpp')
-rw-r--r--NvBlast/test/src/unit/ActorTests.cpp1059
1 files changed, 1059 insertions, 0 deletions
diff --git a/NvBlast/test/src/unit/ActorTests.cpp b/NvBlast/test/src/unit/ActorTests.cpp
new file mode 100644
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--- /dev/null
+++ b/NvBlast/test/src/unit/ActorTests.cpp
@@ -0,0 +1,1059 @@
+#include "BlastBaseTest.h"
+#include "AssetGenerator.h"
+
+#include <map>
+#include <algorithm>
+
+#include "NvBlastActor.h"
+#include "NvBlastExtDamageShaders.h"
+
+
+static bool chooseRandomGraphNodes(uint32_t* g, uint32_t count, const Nv::Blast::Actor& actor)
+{
+ const uint32_t graphNodeCount = actor.getGraphNodeCount();
+
+ if (graphNodeCount < count)
+ {
+ return false;
+ }
+
+ std::vector<uint32_t> graphNodeIndices(graphNodeCount);
+ uint32_t* index = graphNodeIndices.data();
+ for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i ; ++i)
+ {
+ *index++ = (uint32_t)i;
+ }
+ struct UserDataSorter
+ {
+ UserDataSorter(const Nv::Blast::Actor& actor) : m_asset(*actor.getAsset()) {}
+
+ bool operator () (uint32_t i0, uint32_t i1) const
+ {
+ const uint32_t c0 = m_asset.m_graph.getChunkIndices()[i0];
+ const uint32_t c1 = m_asset.m_graph.getChunkIndices()[i1];
+ return m_asset.getChunks()[c0].userData < m_asset.getChunks()[c1].userData;
+ }
+
+ const Nv::Blast::Asset& m_asset;
+ } userDataSorter(actor);
+ std::sort(graphNodeIndices.data(), graphNodeIndices.data() + graphNodeCount, userDataSorter);
+
+#if 0
+ std::vector<uint32_t> descUserData(graphNodeCount);
+ for (uint32_t i = 0; i < graphNodeCount; ++i)
+ {
+ descUserData[i] = actor.getAsset()->m_chunks[actor.getAsset()->m_graph.m_chunkIndices[graphNodeIndices[i]]].userData;
+ }
+#endif
+
+ uint32_t t = 0;
+ uint32_t m = 0;
+ for (uint32_t i = 0; i < graphNodeCount && m < count; ++i, ++t)
+ {
+ NVBLAST_ASSERT(t < graphNodeCount);
+ if (t >= graphNodeCount)
+ {
+ break;
+ }
+ const float U = (float)rand()/RAND_MAX; // U is uniform random number in [0,1)
+ if ((graphNodeCount - t)*U < count - m)
+ {
+ g[m++] = graphNodeIndices[i];
+ }
+ }
+
+ return m == count;
+}
+
+
+static void blast(std::set<NvBlastActor*>& actorsToDamage, GeneratorAsset* testAsset, GeneratorAsset::Vec3 localPos, float minRadius, float maxRadius, float compressiveDamage)
+{
+ std::vector<NvBlastChunkFractureData> chunkEvents; /* num lower-support chunks + bonds */
+ std::vector<NvBlastBondFractureData> bondEvents; /* num lower-support chunks + bonds */
+ chunkEvents.resize(testAsset->solverChunks.size());
+ bondEvents.resize(testAsset->solverBonds.size());
+
+
+ std::vector<char> splitScratch;
+ std::vector<NvBlastActor*> newActorsBuffer(testAsset->solverChunks.size());
+
+ NvBlastExtRadialDamageDesc damage[] = {
+ {
+ compressiveDamage,
+ { localPos.x, localPos.y, localPos.z },
+ minRadius,
+ maxRadius
+ }
+ };
+
+ NvBlastProgramParams programParams =
+ {
+ &damage,
+ 1,
+ nullptr
+ };
+
+ NvBlastDamageProgram program = {
+ NvBlastExtFalloffGraphShader,
+ nullptr
+ };
+
+ size_t totalNewActorsCount = 0;
+ for (std::set<NvBlastActor*>::iterator k = actorsToDamage.begin(); k != actorsToDamage.end();)
+ {
+ NvBlastActor* actor = *k;
+ NvBlastFractureBuffers events = { static_cast<uint32_t>(bondEvents.size()), static_cast<uint32_t>(chunkEvents.size()), bondEvents.data(), chunkEvents.data() };
+
+ NvBlastActorGenerateFracture(&events, actor, program, &programParams, nullptr, nullptr);
+ NvBlastActorApplyFracture(&events, actor, &events, nullptr, nullptr);
+ bool removeActor = false;
+
+ if (events.bondFractureCount + events.chunkFractureCount > 0)
+ {
+ NvBlastActorSplitEvent splitEvent;
+ splitEvent.newActors = &newActorsBuffer.data()[totalNewActorsCount];
+ uint32_t newActorSize = (uint32_t)(newActorsBuffer.size() - totalNewActorsCount);
+
+ splitScratch.resize((size_t)NvBlastActorGetRequiredScratchForSplit(actor, nullptr));
+ const size_t newActorsCount = NvBlastActorSplit(&splitEvent, actor, newActorSize, splitScratch.data(), nullptr, nullptr);
+ totalNewActorsCount += newActorsCount;
+ removeActor = splitEvent.deletedActor != NULL;
+ }
+
+ if (removeActor)
+ {
+ k = actorsToDamage.erase(k);
+ }
+ else
+ {
+ ++k;
+ }
+ }
+
+ for (size_t i = 0; i < totalNewActorsCount; ++i)
+ {
+ actorsToDamage.insert(newActorsBuffer[i]);
+ }
+}
+
+
+template<int FailLevel, int Verbosity>
+class ActorTest : public BlastBaseTest<FailLevel, Verbosity>
+{
+public:
+ ActorTest()
+ {
+
+ }
+
+ static void messageLog(int type, const char* msg, const char* file, int line)
+ {
+ BlastBaseTest<FailLevel, Verbosity>::messageLog(type, msg, file, line);
+ }
+
+ static void* alloc(size_t size)
+ {
+ return BlastBaseTest<FailLevel, Verbosity>::alloc(size);
+ }
+
+ static void free(void* mem)
+ {
+ BlastBaseTest<FailLevel, Verbosity>::free(mem);
+ }
+
+ NvBlastAsset* buildAsset(const NvBlastAssetDesc& desc)
+ {
+ // fix desc if wrong order or missing coverage first
+ NvBlastAssetDesc fixedDesc = desc;
+ std::vector<NvBlastChunkDesc> chunkDescs(desc.chunkDescs, desc.chunkDescs + desc.chunkCount);
+ std::vector<NvBlastBondDesc> bondDescs(desc.bondDescs, desc.bondDescs + desc.bondCount);
+ std::vector<uint32_t> chunkReorderMap(desc.chunkCount);
+ std::vector<char> scratch(desc.chunkCount * sizeof(NvBlastChunkDesc));
+ NvBlastEnsureAssetExactSupportCoverage(chunkDescs.data(), fixedDesc.chunkCount, scratch.data(), messageLog);
+ NvBlastReorderAssetDescChunks(chunkDescs.data(), fixedDesc.chunkCount, bondDescs.data(), fixedDesc.bondCount, chunkReorderMap.data(), scratch.data(), messageLog);
+ fixedDesc.chunkDescs = chunkDescs.data();
+ fixedDesc.bondDescs = bondDescs.empty() ? nullptr : bondDescs.data();
+
+ // create asset
+ m_scratch.resize((size_t)NvBlastGetRequiredScratchForCreateAsset(&fixedDesc, messageLog));
+ void* mem = alloc(NvBlastGetAssetMemorySize(&fixedDesc, messageLog));
+ NvBlastAsset* asset = NvBlastCreateAsset(mem, &fixedDesc, &m_scratch[0], messageLog);
+ EXPECT_TRUE(asset != nullptr);
+ return asset;
+ }
+
+ void buildAssets()
+ {
+ m_assets.resize(getAssetDescCount());
+ for (uint32_t i = 0; i < m_assets.size(); ++i)
+ {
+ m_assets[i] = buildAsset(g_assetDescs[i]);
+ }
+ }
+
+ NvBlastActor* instanceActor(const NvBlastAsset& asset)
+ {
+ NvBlastActorDesc actorDesc;
+ actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(&asset, nullptr));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, &asset, nullptr);
+ std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, &scratch[0], messageLog);
+ EXPECT_TRUE(actor != nullptr);
+ return actor;
+ }
+
+ void instanceActors()
+ {
+ m_actors.resize(m_assets.size());
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ m_actors[i] = instanceActor(*m_assets[i]);
+ }
+ }
+
+ void releaseActors()
+ {
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ NvBlastFamily* family = NvBlastActorGetFamily(m_actors[i], messageLog);
+
+ const bool actorReleaseResult = NvBlastActorDeactivate(m_actors[i], messageLog);
+ EXPECT_TRUE(actorReleaseResult);
+
+ free(family);
+ }
+ }
+
+ void destroyAssets()
+ {
+ for (uint32_t i = 0; i < m_assets.size(); ++i)
+ {
+ free(m_assets[i]);
+ }
+ }
+
+ void instanceAndPartitionRecursively
+ (
+ const NvBlastAsset& asset,
+ bool partitionToSubsupport,
+ void (*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void (*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool)
+ )
+ {
+ const Nv::Blast::Asset& solverAsset = *static_cast<const Nv::Blast::Asset*>(&asset);
+
+ std::vector<Nv::Blast::Actor*> actors;
+ std::vector<Nv::Blast::Actor*> buffer(NvBlastAssetGetChunkCount(&asset, messageLog));
+
+ // Instance the first actor from the asset
+ actors.push_back(static_cast<Nv::Blast::Actor*>(instanceActor(asset)));
+
+ NvBlastFamily* family = NvBlastActorGetFamily(actors[0], messageLog);
+
+ const uint32_t supportChunkCount = actors[0]->getAsset()->m_graph.m_nodeCount;
+ const uint32_t leafChunkCount = actors[0]->getAsset()->m_leafChunkCount;
+
+ // Now randomly partition the actors in the array, and keep going until we're down to single support chunks
+ bool canFracture = true;
+
+ while (canFracture)
+ {
+ canFracture = false;
+
+ for (uint32_t actorToPartition = 0; actorToPartition < actors.size(); ++actorToPartition)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[actorToPartition];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ m_scratch.reserve((size_t)NvBlastActorGetRequiredScratchForSplit(a, messageLog));
+
+ if (preSplitTest)
+ {
+ preSplitTest(*a, nullptr);
+ }
+
+ const bool singleLowerSupportChunk = a->getGraphNodeCount() <= 1;
+ uint32_t newActorCount = 0;
+
+ for (int damageNum = 0; newActorCount < 2 && damageNum < 100; ++damageNum) // Avoid infinite loops
+ {
+ if (!singleLowerSupportChunk)
+ {
+ uint32_t g[2];
+ chooseRandomGraphNodes(g, 2, *a);
+ const uint32_t bondIndex = solverAsset.m_graph.findBond(g[0], g[1]);
+ if (bondIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ a->damageBond(g[0], g[1], bondIndex, 100.0f);
+ a->findIslands(&m_scratch[0]);
+ }
+ }
+ else
+ if (!partitionToSubsupport)
+ {
+ continue;
+ }
+
+ // Split actor
+ newActorCount = a->partition((Nv::Blast::Actor**)&buffer[0], (uint32_t)buffer.size(), messageLog);
+
+ if (newActorCount >= 2)
+ {
+ actors[actorToPartition] = nullptr;
+ }
+ }
+
+ if (newActorCount > 1)
+ {
+ canFracture = true;
+ }
+
+ for (uint32_t i = 0; i < newActorCount; ++i)
+ {
+ actors.push_back(buffer[i]);
+ buffer[i]->updateVisibleChunksFromGraphNodes();
+ }
+ }
+ }
+
+ if (postSplitTest)
+ {
+ postSplitTest(actors, leafChunkCount, supportChunkCount, partitionToSubsupport);
+ }
+
+ for (auto actor : actors)
+ {
+ if (actor)
+ actor->release();
+ }
+
+ free(family);
+ }
+
+ static void recursivePartitionPostSplitTestCounts(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport)
+ {
+ // Test to see that all actors are split down to single support chunks
+ uint32_t remainingActorCount = 0;
+ for (uint32_t i = 0; i < actors.size(); ++i)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ ++remainingActorCount;
+
+ NVBLAST_ASSERT(1 == a->getVisibleChunkCount());
+ EXPECT_EQ(1, a->getVisibleChunkCount());
+ if (!partitionToSubsupport)
+ {
+ EXPECT_EQ(1, a->getGraphNodeCount());
+ }
+
+ const bool actorReleaseResult = NvBlastActorDeactivate(actors[i], nullptr);
+ EXPECT_TRUE(actorReleaseResult);
+ }
+
+ if (partitionToSubsupport)
+ {
+ EXPECT_EQ(leafChunkCount, remainingActorCount);
+ }
+ else
+ {
+ EXPECT_EQ(supportChunkCount, remainingActorCount);
+ }
+ }
+
+ static void testActorVisibleChunks(const Nv::Blast::Actor& actor, NvBlastLog)
+ {
+ const Nv::Blast::Asset& asset = *actor.getAsset();
+ const NvBlastChunk* chunks = asset.getChunks();
+
+ if (actor.isSubSupportChunk())
+ {
+ EXPECT_EQ(1, actor.getVisibleChunkCount());
+
+ const uint32_t firstVisibleChunkIndex = (uint32_t)Nv::Blast::Actor::VisibleChunkIt(actor);
+
+ EXPECT_EQ(actor.getIndex() - asset.m_graph.m_nodeCount, firstVisibleChunkIndex - asset.m_firstSubsupportChunkIndex);
+
+ // Make sure the visible chunk is subsupport
+ // Array of support flags
+ std::vector<bool> isSupport(asset.m_chunkCount, false);
+ for (uint32_t i = 0; i < asset.m_graph.m_nodeCount; ++i)
+ {
+ isSupport[asset.m_graph.getChunkIndices()[i]] = true;
+ }
+
+ // Climb hierarchy to find support chunk
+ uint32_t chunkIndex = firstVisibleChunkIndex;
+ while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ if (isSupport[chunkIndex])
+ {
+ break;
+ }
+ chunkIndex = chunks[chunkIndex].parentChunkIndex;
+ }
+
+ EXPECT_FALSE(Nv::Blast::isInvalidIndex(chunkIndex));
+ }
+ else
+ {
+ // Array of visibility flags
+ std::vector<bool> isVisible(asset.m_chunkCount, false);
+ for (Nv::Blast::Actor::VisibleChunkIt i = actor; (bool)i; ++i)
+ {
+ isVisible[(uint32_t)i] = true;
+ }
+
+ // Mark visible nodes representing graph chunks
+ std::vector<bool> visibleChunkFound(asset.m_chunkCount, false);
+
+ // Make sure every graph chunk is represented by a visible chunk
+ for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i; ++i)
+ {
+ const uint32_t graphNodeIndex = (uint32_t)i;
+ uint32_t chunkIndex = asset.m_graph.getChunkIndices()[graphNodeIndex];
+ // Climb hierarchy to find visible chunk
+ while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ // Check that chunk owners are accurate
+ EXPECT_EQ(actor.getIndex(), actor.getFamilyHeader()->getChunkActorIndices()[chunkIndex]);
+ if (isVisible[chunkIndex])
+ {
+ visibleChunkFound[chunkIndex] = true;
+ break;
+ }
+ chunkIndex = chunks[chunkIndex].parentChunkIndex;
+ }
+ EXPECT_FALSE(Nv::Blast::isInvalidIndex(chunkIndex));
+ }
+
+ // Check that all visible chunks are accounted for
+ for (uint32_t i = 0; i < asset.m_chunkCount; ++i)
+ {
+ EXPECT_EQ(visibleChunkFound[i], isVisible[i]);
+ }
+
+ // Make sure that, if all siblings are intact, they are invisible
+ for (uint32_t i = 0; i < asset.m_chunkCount; ++i)
+ {
+ bool allIntact = true;
+ bool noneVisible = true;
+ if (chunks[i].firstChildIndex < asset.getUpperSupportChunkCount()) // Do not check subsupport
+ {
+ for (uint32_t j = chunks[i].firstChildIndex; j < chunks[i].childIndexStop; ++j)
+ {
+ allIntact = allIntact && actor.getFamilyHeader()->getChunkActorIndices()[j] == actor.getIndex();
+ noneVisible = noneVisible && !isVisible[j];
+ }
+ EXPECT_TRUE(!allIntact || noneVisible);
+ }
+ }
+ }
+ }
+
+ static void recursivePartitionPostSplitTestVisibleChunks(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport)
+ {
+ for (uint32_t i = 0; i < actors.size(); ++i)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ testActorVisibleChunks(*a, nullptr);
+ }
+ }
+
+ void partitionActorsToSupportChunks
+ (
+ uint32_t assetDescCount,
+ const NvBlastAssetDesc* assetDescs,
+ void(*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void(*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool),
+ bool partitionToSubsupport
+ )
+ {
+ srand(0);
+
+ for (uint32_t i = 0; i < assetDescCount; ++i)
+ {
+ // Create an asset
+ NvBlastAsset* asset = buildAsset(assetDescs[i]);
+
+ // Perform repeated partitioning
+ instanceAndPartitionRecursively(*asset, partitionToSubsupport, preSplitTest, postSplitTest);
+
+ // Free the asset
+ free(asset);
+ }
+ }
+
+ static void compareFamilies(const NvBlastFamily* family1, const NvBlastFamily* family2, size_t size, NvBlastLog logFn)
+ {
+ const char* block1 = reinterpret_cast<const char*>(family1);
+ const char* block2 = reinterpret_cast<const char*>(family2);
+#if 0
+ EXPECT_EQ(0, memcmp(block1, block2, size));
+#else
+ bool diffFound = false;
+ size_t startDiff = 0;
+ for (size_t i = 0; i < size; ++i)
+ {
+ if (block1[i] != block2[i])
+ {
+ diffFound = true;
+ startDiff = i;
+ break;
+ }
+ }
+ if (!diffFound)
+ {
+ return;
+ }
+ size_t endDiff = startDiff;
+ for (size_t i = size; i--;)
+ {
+ if (block1[i] != block2[i])
+ {
+ endDiff = i;
+ break;
+ }
+ }
+ std::ostringstream msg;
+ msg << "Block deserialization does not match current block in position range [" << startDiff << ", " << endDiff << "].";
+ logFn(NvBlastMessage::Error, msg.str().c_str(), __FILE__, __LINE__);
+#endif
+ }
+
+ static void testActorBlockSerialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size())
+ {
+ const NvBlastFamily* family = NvBlastActorGetFamily(actors[0], logFn);
+ const uint32_t size = NvBlastFamilyGetSize(family, logFn);
+ s_storage.insert(s_storage.end(), (char*)family, (char*)family + size);
+ }
+ }
+
+ static void testActorBlockDeserialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size())
+ {
+ EXPECT_LT(s_curr, s_storage.size());
+ const NvBlastFamily* family = reinterpret_cast<NvBlastFamily*>(&s_storage[s_curr]);
+ const uint32_t size = NvBlastFamilyGetSize(family, logFn);
+ EXPECT_LE(s_curr + size, s_storage.size());
+ s_curr += size;
+ const NvBlastFamily* actorFamily = NvBlastActorGetFamily(actors[0], logFn);
+ // Family may contain different assets pointers, copy into new family block and set the same asset before comparing
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+ std::vector<char> storageFamilyCopy((char*)family, (char*)family + size);
+ NvBlastFamily* storageFamily = reinterpret_cast<NvBlastFamily*>(storageFamilyCopy.data());
+ NvBlastFamilySetAsset(storageFamily, solverAsset, logFn);
+ {
+ const uint32_t actorCountExpected = NvBlastFamilyGetActorCount(storageFamily, logFn);
+ std::vector<NvBlastActor*> blockActors(actorCountExpected);
+ const uint32_t actorCountReturned = NvBlastFamilyGetActors(&blockActors[0], actorCountExpected, storageFamily, logFn);
+ EXPECT_EQ(actorCountExpected, actorCountReturned);
+ }
+ compareFamilies(storageFamily, actorFamily, size, logFn);
+ }
+ }
+
+ // Serialize all actors and then deserialize back into a new family in a random order, and compare with the original family
+ static void testActorSerializationNewFamily(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size() == 0)
+ {
+ return;
+ }
+
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+
+ const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn);
+
+ std::vector< std::vector<char> > streams(actors.size());
+ for (size_t i = 0; i < actors.size(); ++i)
+ {
+ const uint32_t serSize = NvBlastActorGetSerializationSize(actors[i], logFn);
+ EXPECT_GE(serSizeBound, serSize);
+ std::vector<char>& stream = streams[i];
+ stream.resize(serSize);
+ const uint32_t bytesWritten = NvBlastActorSerialize(&stream[0], serSize, actors[i], logFn);
+ EXPECT_EQ(serSize, bytesWritten);
+ }
+
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(solverAsset, logFn));
+ NvBlastFamily* newFamily = NvBlastAssetCreateFamily(fmem, solverAsset, logFn);
+
+ std::vector<size_t> order(actors.size());
+ for (size_t i = 0; i < order.size(); ++i)
+ {
+ order[i] = i;
+ }
+ std::random_shuffle(order.begin(), order.end());
+
+ for (size_t i = 0; i < actors.size(); ++i)
+ {
+ NvBlastActor* newActor = NvBlastFamilyDeserializeActor(newFamily, &streams[order[i]][0], logFn);
+ EXPECT_TRUE(newActor != nullptr);
+ }
+
+ const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn);
+ compareFamilies(oldFamily, newFamily, NvBlastFamilyGetSize(oldFamily, logFn), logFn);
+
+ free(newFamily);
+ }
+
+ // Copy the family and then serialize some subset of actors, deleting them afterwards.
+ // Then, deserialize back into the block and compare the original and new families.
+ static void testActorSerializationPartialBlock(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size() <= 1)
+ {
+ return;
+ }
+
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+
+ const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn);
+ const uint32_t size = NvBlastFamilyGetSize(oldFamily, logFn);
+ std::vector<char> buffer((char*)oldFamily, (char*)oldFamily + size);
+ NvBlastFamily* familyCopy = reinterpret_cast<NvBlastFamily*>(&buffer[0]);
+
+ const uint32_t serCount = 1 + (rand() % actors.size() - 1);
+
+ const uint32_t actorCount = NvBlastFamilyGetActorCount(familyCopy, logFn);
+ std::vector<NvBlastActor*> actorsRemaining(actorCount);
+ const uint32_t actorsInFamily = NvBlastFamilyGetActors(&actorsRemaining[0], actorCount, familyCopy, logFn);
+ EXPECT_EQ(actorCount, actorsInFamily);
+
+ const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn);
+
+ std::vector< std::vector<char> > streams(serCount);
+ for (uint32_t i = 0; i < serCount; ++i)
+ {
+ std::vector<char>& stream = streams[i];
+ const uint32_t indexToStream = rand() % actorsRemaining.size();
+ NvBlastActor* actorToStream = actorsRemaining[indexToStream];
+ std::swap(actorsRemaining[indexToStream], actorsRemaining[actorsRemaining.size() - 1]);
+ actorsRemaining.pop_back();
+ const uint32_t serSize = NvBlastActorGetSerializationSize(actorToStream, logFn);
+ EXPECT_GE(serSizeBound, serSize);
+ stream.resize(serSize);
+ const uint32_t bytesWritten = NvBlastActorSerialize(&stream[0], serSize, actorToStream, logFn);
+ EXPECT_EQ(serSize, bytesWritten);
+ NvBlastActorDeactivate(actorToStream, logFn);
+ }
+
+ for (uint32_t i = 0; i < serCount; ++i)
+ {
+ NvBlastActor* newActor = NvBlastFamilyDeserializeActor(familyCopy, &streams[i][0], logFn);
+ EXPECT_TRUE(newActor != nullptr);
+ }
+
+ compareFamilies(oldFamily, familyCopy, size, logFn);
+ }
+
+ void damageLeafSupportActors
+ (
+ uint32_t assetCount,
+ uint32_t familyCount,
+ uint32_t damageCount,
+ bool simple,
+ void (*actorTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void (*postDamageTest)(std::vector<NvBlastActor*>&, NvBlastLog),
+ CubeAssetGenerator::BondFlags bondFlags = CubeAssetGenerator::BondFlags::ALL_BONDS
+ )
+ {
+ const float relativeDamageRadius = simple ? 0.75f : 0.2f;
+ const float compressiveDamage = 1.0f;
+ const uint32_t minChunkCount = simple ? 9 : 100;
+ const uint32_t maxChunkCount = simple ? 9 : 10000;
+ const bool printActorCount = false;
+
+ srand(0);
+
+ std::cout << "Asset # (out of " << assetCount << "): ";
+ for (uint32_t assetNum = 0; assetNum < assetCount; ++assetNum)
+ {
+ std::cout << assetNum + 1 << ".. ";
+ CubeAssetGenerator::Settings settings;
+ settings.extents = GeneratorAsset::Vec3(1, 1, 1);
+ settings.bondFlags = bondFlags;
+ CubeAssetGenerator::DepthInfo depthInfo;
+ depthInfo.slicesPerAxis = GeneratorAsset::Vec3(1, 1, 1);
+ depthInfo.flag = NvBlastChunkDesc::Flags::NoFlags;
+ settings.depths.push_back(depthInfo);
+ uint32_t chunkCount = 1;
+ while (chunkCount < minChunkCount)
+ {
+ uint32_t chunkMul;
+ do
+ {
+ depthInfo.slicesPerAxis = simple ? GeneratorAsset::Vec3(2, 2, 2) : GeneratorAsset::Vec3((float)(1 + rand() % 4), (float)(1 + rand() % 4), (float)(1 + rand() % 4));
+ chunkMul = (uint32_t)(depthInfo.slicesPerAxis.x * depthInfo.slicesPerAxis.y * depthInfo.slicesPerAxis.z);
+ } while (chunkMul == 1);
+ if (chunkCount*chunkMul > maxChunkCount)
+ {
+ break;
+ }
+ chunkCount *= chunkMul;
+ settings.depths.push_back(depthInfo);
+ settings.extents = settings.extents * depthInfo.slicesPerAxis;
+ }
+ settings.depths.back().flag = NvBlastChunkDesc::SupportFlag; // Leaves are support
+
+ // Make largest direction unit size
+ settings.extents = settings.extents * (1.0f / std::max(settings.extents.x, std::max(settings.extents.y, settings.extents.z)));
+
+ // Create asset
+ GeneratorAsset testAsset;
+ CubeAssetGenerator::generate(testAsset, settings);
+
+ NvBlastAssetDesc desc;
+ desc.chunkDescs = testAsset.solverChunks.data();
+ desc.chunkCount = (uint32_t)testAsset.solverChunks.size();
+ desc.bondDescs = testAsset.solverBonds.data();
+ desc.bondCount = (uint32_t)testAsset.solverBonds.size();
+
+ NvBlastAsset* asset = buildAsset(desc);
+ NvBlastID assetID = NvBlastAssetGetID(asset, messageLog);
+
+ // copy asset (for setAsset testing)
+ const char* data = (const char*)asset;
+ const uint32_t dataSize = NvBlastAssetGetSize(asset, messageLog);
+ char* duplicateData = (char*)alloc(dataSize);
+ memcpy(duplicateData, data, dataSize);
+ NvBlastAsset* assetDuplicate = (NvBlastAsset*)duplicateData;
+
+ // Generate families
+ for (uint32_t familyNum = 0; familyNum < familyCount; ++familyNum)
+ {
+ // family
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, messageLog); // Using zeroingAlloc in case actorTest compares memory blocks
+ NvBlastID id = NvBlastFamilyGetAssetID(family, messageLog);
+ EXPECT_TRUE(!memcmp(&assetID, &id, sizeof(NvBlastID)));
+ if (rand() % 2 == 0)
+ {
+ // replace asset with duplicate in half of cases to test setAsset
+ NvBlastFamilySetAsset(family, assetDuplicate, messageLog);
+ NvBlastID id2 = NvBlastFamilyGetAssetID(family, messageLog);
+ EXPECT_TRUE(!memcmp(&assetID, &id2, sizeof(NvBlastID)));
+ }
+
+ // actor
+ NvBlastActorDesc actorDesc;
+ actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ m_scratch.resize((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, m_scratch.data(), messageLog);
+ EXPECT_TRUE(actor != nullptr);
+
+ // Generate damage
+ std::set<NvBlastActor*> actors;
+ actors.insert(actor);
+ if (printActorCount) std::cout << "Actors: 1.. ";
+ for (uint32_t damageNum = 0; damageNum < damageCount; ++damageNum)
+ {
+ GeneratorAsset::Vec3 localPos = settings.extents*GeneratorAsset::Vec3((float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f);
+ blast(actors, &testAsset, localPos, relativeDamageRadius, relativeDamageRadius*1.2f, compressiveDamage);
+ if (printActorCount) std::cout << actors.size() << ".. ";
+ if (actors.size() > 0)
+ {
+ const NvBlastFamily* family = NvBlastActorGetFamily(*actors.begin(), messageLog);
+ const uint32_t actorCount = NvBlastFamilyGetActorCount(family, messageLog);
+ EXPECT_EQ((uint32_t)actors.size(), actorCount);
+ if ((uint32_t)actors.size() == actorCount)
+ {
+ std::vector<NvBlastActor*> buffer1(actorCount);
+ const uint32_t actorsWritten = NvBlastFamilyGetActors(&buffer1[0], actorCount, family, messageLog);
+ EXPECT_EQ(actorsWritten, actorCount);
+ std::vector<NvBlastActor*> buffer2(actors.begin(), actors.end());
+ EXPECT_EQ(0, memcmp(&buffer1[0], &buffer2[0], actorCount*sizeof(NvBlastActor*)));
+ }
+ }
+ // Test individual actors
+ if (actorTest != nullptr)
+ {
+ for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k)
+ {
+ actorTest(*static_cast<Nv::Blast::Actor*>(*k), messageLog);
+ }
+ }
+ }
+ if (printActorCount) std::cout << "\n";
+
+ // Test fractured actor set
+ if (postDamageTest)
+ {
+ std::vector<NvBlastActor*> actorArray(actors.begin(), actors.end());
+ postDamageTest(actorArray, messageLog);
+ }
+
+ // Release remaining actors
+ for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k)
+ {
+ NvBlastActorDeactivate(*k, messageLog);
+ }
+ actors.clear();
+
+ free(family);
+ }
+
+ // Release asset data
+ free(asset);
+ free(assetDuplicate);
+ }
+ std::cout << "done.\n";
+ }
+
+ std::vector<NvBlastAsset*> m_assets;
+ std::vector<NvBlastActor*> m_actors;
+ std::vector<char> m_scratch;
+ static std::vector<char> s_storage;
+
+ static size_t s_curr;
+};
+
+// Static values
+template<int FailLevel, int Verbosity>
+std::vector<char> ActorTest<FailLevel, Verbosity>::s_storage;
+
+template<int FailLevel, int Verbosity>
+size_t ActorTest<FailLevel, Verbosity>::s_curr;
+
+// Specializations
+typedef ActorTest<NvBlastMessage::Error, 1> ActorTestAllowWarnings;
+typedef ActorTest<NvBlastMessage::Warning, 1> ActorTestStrict;
+
+// Tests
+TEST_F(ActorTestStrict, InstanceActors)
+{
+ // Build assets and instance actors
+ buildAssets();
+ instanceActors();
+
+ // Release actors and destroy assets
+ releaseActors();
+ destroyAssets();
+}
+
+TEST_F(ActorTestAllowWarnings, ActorHealthInitialization)
+{
+ // Test all assets
+ std::vector<NvBlastAssetDesc> assetDescs;
+ assetDescs.insert(assetDescs.end(), g_assetDescs, g_assetDescs + getAssetDescCount());
+ assetDescs.insert(assetDescs.end(), g_assetDescsMissingCoverage, g_assetDescsMissingCoverage + getAssetDescMissingCoverageCount());
+
+ struct TestMode
+ {
+ enum Enum
+ {
+ Uniform,
+ Nonuniform,
+
+ Count
+ };
+ };
+
+ for (auto assetDesc : assetDescs)
+ {
+ NvBlastAsset* asset = buildAsset(assetDesc);
+ EXPECT_TRUE(asset != nullptr);
+
+ Nv::Blast::Asset& assetInt = static_cast<Nv::Blast::Asset&>(*asset);
+
+ NvBlastSupportGraph graph = NvBlastAssetGetSupportGraph(asset, nullptr);
+
+ std::vector<float> supportChunkHealths(graph.nodeCount);
+ for (size_t i = 0; i < supportChunkHealths.size(); ++i)
+ {
+ supportChunkHealths[i] = 1.0f + (float)i;
+ }
+
+ std::vector<float> bondHealths(assetInt.getBondCount());
+ for (size_t i = 0; i < bondHealths.size(); ++i)
+ {
+ bondHealths[i] = 1.5f + (float)i;
+ }
+
+ for (int chunkTestMode = 0; chunkTestMode < TestMode::Count; ++chunkTestMode)
+ {
+ for (int bondTestMode = 0; bondTestMode < TestMode::Count; ++bondTestMode)
+ {
+ NvBlastActorDesc actorDesc;
+
+ switch (chunkTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ break;
+ case TestMode::Nonuniform:
+ actorDesc.initialSupportChunkHealths = supportChunkHealths.data();
+ break;
+ }
+
+ switch (bondTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ actorDesc.initialBondHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = 2.0f;
+ break;
+ case TestMode::Nonuniform:
+ actorDesc.initialBondHealths = bondHealths.data();
+ break;
+ }
+
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, nullptr);
+ std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, &scratch[0], messageLog);
+ EXPECT_TRUE(actor != nullptr);
+
+ Nv::Blast::Actor& actorInt = static_cast<Nv::Blast::Actor&>(*actor);
+ Nv::Blast::FamilyHeader* header = actorInt.getFamilyHeader();
+
+
+ for (uint32_t i = 0; i < graph.nodeCount; ++i)
+ {
+ const uint32_t supportChunkIndex = graph.chunkIndices[i];
+ for (Nv::Blast::Asset::DepthFirstIt it(assetInt, supportChunkIndex); (bool)it; ++it)
+ {
+ const uint32_t chunkIndex = (uint32_t)it;
+ const uint32_t lowerSupportIndex = assetInt.getContiguousLowerSupportIndex(chunkIndex);
+ NVBLAST_ASSERT(lowerSupportIndex < assetInt.getLowerSupportChunkCount());
+ const float health = header->getLowerSupportChunkHealths()[lowerSupportIndex];
+ switch (chunkTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ EXPECT_EQ(1.0f, health);
+ break;
+ case TestMode::Nonuniform:
+ EXPECT_EQ(supportChunkHealths[i], health);
+ break;
+ }
+ }
+ }
+
+ for (uint32_t i = 0; i < assetInt.getBondCount(); ++i)
+ {
+ switch (bondTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ EXPECT_EQ(2.0f, header->getBondHealths()[i]);
+ break;
+ case TestMode::Nonuniform:
+ EXPECT_EQ(bondHealths[i], header->getBondHealths()[i]);
+ break;
+ }
+ }
+
+ NvBlastActorDeactivate(actor, messageLog);
+ free(family);
+ }
+ }
+
+ free(asset);
+ }
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, false);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, false);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, true);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, true);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorsTestVisibility)
+{
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestBlockSerialization)
+{
+ s_storage.resize(0);
+ damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockSerialize);
+ s_curr = 0;
+ damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockDeserialize);
+ s_storage.resize(0);
+}
+
+TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationNewFamily)
+{
+ damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationNewFamily);
+}
+
+TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationPartialBlock)
+{
+ damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationPartialBlock);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationNewFamily)
+{
+ damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationNewFamily);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationPartialBlock)
+{
+ damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationPartialBlock);
+}
+
+TEST_F(ActorTestStrict, DamageMultipleIslandLeafSupportActorsTestVisibility)
+{
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, CubeAssetGenerator::BondFlags::Y_BONDS | CubeAssetGenerator::BondFlags::Z_BONDS); // Only connect y-z plane islands
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, CubeAssetGenerator::BondFlags::Z_BONDS); // Only connect z-direction islands
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, CubeAssetGenerator::BondFlags::NO_BONDS); // All support chunks disconnected (single-chunk islands)
+}