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authorBryan Galdrikian <[email protected]>2019-07-15 21:28:41 -0700
committerBryan Galdrikian <[email protected]>2019-07-15 21:28:41 -0700
commit9e911235772cb122b44b3a55a3f796072098ce04 (patch)
treebd8a0e6199eb35364883dffc2f2f69a2b20078fe /docs
parentHierarchy optimization bugfixes and improvements (diff)
downloadblast-1.1.5_pre3.tar.xz
blast-1.1.5_pre3.zip
Padding bounds when determining chunks from islands, allows nearby chunks generated this way to be merged with uniteChunks.v1.1.5_pre3
Fixing bug when removing original chunks in uniteChunks function.
Diffstat (limited to 'docs')
-rwxr-xr-xdocs/api_docs/files/pagereleasenotes.html2
-rwxr-xr-xdocs/release_notes.txt2
-rwxr-xr-xdocs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h-source.html2
-rwxr-xr-xdocs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h_source.html2
4 files changed, 6 insertions, 2 deletions
diff --git a/docs/api_docs/files/pagereleasenotes.html b/docs/api_docs/files/pagereleasenotes.html
index 626092e..743d8d4 100755
--- a/docs/api_docs/files/pagereleasenotes.html
+++ b/docs/api_docs/files/pagereleasenotes.html
@@ -32,12 +32,14 @@ Changes
* Extensions API refactored to eliminate use of Px types.
* Numerous API changes to meet new coding conventions.
* Packman package manager updated to v. 5.7.2, cleaned up dependency files.
+* Chunks created from islands use padded bounds to determine connectivity.
New Features
------------
* Authoring tools:
* Ability to pass chunk connectivity info to uniteChunks function, enabling chunks split by island detection to be united.
* Option to remove original merged chunks in uniteChunks function.
+ * The function uniteChunks allows the user to specify a chunk set to merge. Chunks from that set, and all descendants, are considered for merging.
Bug fixes
---------
diff --git a/docs/release_notes.txt b/docs/release_notes.txt
index f26a4d6..9bf9d91 100755
--- a/docs/release_notes.txt
+++ b/docs/release_notes.txt
@@ -11,12 +11,14 @@ Changes
* Extensions API refactored to eliminate use of Px types.
* Numerous API changes to meet new coding conventions.
* Packman package manager updated to v. 5.7.2, cleaned up dependency files.
+* Chunks created from islands use padded bounds to determine connectivity.
New Features
------------
* Authoring tools:
* Ability to pass chunk connectivity info to uniteChunks function, enabling chunks split by island detection to be united.
* Option to remove original merged chunks in uniteChunks function.
+ * The function uniteChunks allows the user to specify a chunk set to merge. Chunks from that set, and all descendants, are considered for merging.
Bug fixes
---------
diff --git a/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h-source.html b/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h-source.html
index 127fa61..d6b184f 100755
--- a/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h-source.html
+++ b/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h-source.html
@@ -110,7 +110,7 @@
<a name="l00076"></a>00076 <span class="keyword">private</span>:
<a name="l00077"></a>00077 <span class="keywordtype">float</span> processWithMidplanes(<a class="code" href="class_nv_1_1_blast_1_1_triangle_processor.html">TriangleProcessor</a>* trProcessor, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mA, uint32_t mavc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mB, uint32_t mbvc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull1, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull2,
<a name="l00078"></a>00078 <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull1p, <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull2p,
-<a name="l00079"></a>00079 physx::PxVec3&amp; <a class="code" href="namespace_nv_1_1_blast_1_1_vec_math.html#1c8d1bbcf531b04e6ff52f5357987794">normal</a>, physx::PxVec3&amp; centroid, <span class="keywordtype">float</span> maxSeparation);
+<a name="l00079"></a>00079 physx::PxVec3&amp; <a class="code" href="namespace_nv_1_1_blast_1_1_vec_math.html#1c8d1bbcf531b04e6ff52f5357987794">normal</a>, physx::PxVec3&amp; centroid, <span class="keywordtype">float</span> maxRelSeparation);
<a name="l00080"></a>00080
<a name="l00081"></a>00081 int32_t createFullBondListAveraged( uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>** chunkHulls,
<a name="l00082"></a>00082 <span class="keyword">const</span> <span class="keywordtype">bool</span>* supportFlags, <span class="keyword">const</span> uint32_t* meshGroups, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf, std::set&lt;std::pair&lt;uint32_t, uint32_t&gt; &gt;* pairNotToTest = <span class="keyword">nullptr</span>);
diff --git a/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h_source.html b/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h_source.html
index fde616b..a298a44 100755
--- a/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h_source.html
+++ b/docs/source_docs/files/_nv_blast_ext_authoring_bond_generator_impl_8h_source.html
@@ -46,7 +46,7 @@ $(document).ready(function(){initNavTree('_nv_blast_ext_authoring_bond_generator
<div class="title">NvBlastExtAuthoringBondGeneratorImpl.h</div> </div>
</div><!--header-->
<div class="contents">
-<a href="_nv_blast_ext_authoring_bond_generator_impl_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="comment">// Notice</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;<span class="comment">// proprietary rights in and to this software and related documentation and</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;<span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;<span class="comment">// distribution of this software and related documentation without an express</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;<span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED &quot;AS IS.&quot;. NVIDIA MAKES</span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;<span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;<span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;<span class="comment">// Information and code furnished is believed to be accurate and reliable.</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;<span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;<span class="comment">// information or for any infringement of patents or other rights of third parties that may</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;<span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="comment">// This code supersedes and replaces all information previously supplied.</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;<span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;<span class="comment">// components in life support devices or systems without express written approval of</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;<span class="comment">// NVIDIA Corporation.</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;<span class="comment">// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.</span></div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;</div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;</div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;<span class="preprocessor">#ifndef NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;<span class="preprocessor">#define NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;</div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="_nv_blast_ext_authoring_bond_generator_8h.html">NvBlastExtAuthoringBondGenerator.h</a>&quot;</span></div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="_nv_blast_ext_authoring_fracture_tool_8h.html">NvBlastExtAuthoringFractureTool.h</a>&quot;</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;<span class="preprocessor">#include &lt;PxPlane.h&gt;</span></div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;<span class="preprocessor">#include &lt;<a class="code" href="_nv_blast_ext_authoring_convex_mesh_builder_8h.html">NvBlastExtAuthoringConvexMeshBuilder.h</a>&gt;</span></div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span>&#160;<span class="preprocessor">#include &lt;vector&gt;</span></div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>&#160;<span class="preprocessor">#include &lt;set&gt;</span></div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>&#160;</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespace_nv.html">Nv</a></div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;{</div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;<span class="keyword">namespace </span>Blast</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160;{</div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;</div><div class="line"><a name="l00048"></a><span class="lineno"><a class="line" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html"> 48</a></span>&#160;<span class="keyword">class </span><a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html">BlastBondGeneratorImpl</a> : <span class="keyword">public</span> <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator.html">BlastBondGenerator</a></div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span>&#160;{</div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160;<span class="keyword">public</span>: </div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160; </div><div class="line"><a name="l00052"></a><span class="lineno"><a class="line" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a2a98b914a7559d4e07ea9d324cdbf1a3"> 52</a></span>&#160; <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a2a98b914a7559d4e07ea9d324cdbf1a3">BlastBondGeneratorImpl</a>(<a class="code" href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">ConvexMeshBuilder</a>* builder) </div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160; : mConvexMeshBuilder(builder) {};</div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160;</div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span>&#160; <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#ac0deb96a81bd1db34ad1ef2f8623d64e">release</a>() <span class="keyword">override</span>;</div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span>&#160;</div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a288e9d9a7c1bcb10e15f6f3ec90ef53a">buildDescFromInternalFracture</a>(<a class="code" href="class_nv_1_1_blast_1_1_fracture_tool.html">FractureTool</a>* tool, <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport,</div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160; <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_blast_chunk_desc.html">NvBlastChunkDesc</a>*&amp; resultChunkDescriptors) <span class="keyword">override</span>;</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160;</div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a0d06aa62402161f1197fe1dad4801cb1">createBondBetweenMeshes</a>(uint32_t meshACount, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* meshA, uint32_t meshBCount, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* meshB,</div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160; <a class="code" href="struct_nv_blast_bond.html">NvBlastBond</a>&amp; resultBond, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf) <span class="keyword">override</span>;</div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160;</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a0d06aa62402161f1197fe1dad4801cb1">createBondBetweenMeshes</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span>&#160; uint32_t overlapsCount, <span class="keyword">const</span> uint32_t* overlapsA, <span class="keyword">const</span> uint32_t* overlapsB,</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160; <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBond, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> cfg) <span class="keyword">override</span>;</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160;</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a97fd9b746597ec923e2376387188a06e">bondsFromPrefractured</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs,</div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160; <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf) <span class="keyword">override</span>;</div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160;</div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a97fd9b746597ec923e2376387188a06e">bondsFromPrefractured</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* convexHullOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>** chunkHulls,</div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport, <span class="keyword">const</span> uint32_t* meshGroups, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <span class="keywordtype">float</span> maxSeparation) <span class="keyword">override</span>;</div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160;</div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160;</div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160; </div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;<span class="keyword">private</span>:</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160; <span class="keywordtype">float</span> processWithMidplanes(<a class="code" href="class_nv_1_1_blast_1_1_triangle_processor.html">TriangleProcessor</a>* trProcessor, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mA, uint32_t mavc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mB, uint32_t mbvc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull1, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull2,</div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160; <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull1p, <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull2p,</div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160; physx::PxVec3&amp; <a class="code" href="namespace_nv_1_1_blast_1_1_vec_math.html#a1c8d1bbcf531b04e6ff52f5357987794">normal</a>, physx::PxVec3&amp; centroid, <span class="keywordtype">float</span> maxSeparation);</div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;</div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160; int32_t createFullBondListAveraged( uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>** chunkHulls,</div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* supportFlags, <span class="keyword">const</span> uint32_t* meshGroups, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf, std::set&lt;std::pair&lt;uint32_t, uint32_t&gt; &gt;* pairNotToTest = <span class="keyword">nullptr</span>);</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160; int32_t createFullBondListExact( uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* supportFlags, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf);</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160; int32_t createFullBondListExactInternal(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span>&#160; std::vector&lt;PlaneChunkIndexer&gt;&amp; planeTriangleMapping , <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs);</div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span>&#160; int32_t createBondForcedInternal( <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull0, <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull1,<span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>&amp; cHull0, </div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>&#160; <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>&amp; cHull1, physx::PxBounds3 bound0, physx::PxBounds3 bound1, <a class="code" href="struct_nv_blast_bond.html">NvBlastBond</a>&amp; resultBond, <span class="keywordtype">float</span> overlapping);</div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;</div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160; <span class="keywordtype">void</span> buildGeometryCache(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry);</div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span>&#160; <span class="keywordtype">void</span> resetGeometryCache();</div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span>&#160;</div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span>&#160; <a class="code" href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">ConvexMeshBuilder</a>* mConvexMeshBuilder;</div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>&#160;</div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span>&#160; std::vector&lt;std::vector&lt;Triangle&gt; &gt; mGeometryCache;</div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span>&#160;</div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span>&#160; std::vector&lt;PlaneChunkIndexer&gt; mPlaneCache;</div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>&#160; std::vector&lt;CollisionHull*&gt; mCHullCache;</div><div class="line"><a name="l00099"></a><span class="lineno"> 99</span>&#160; std::vector&lt;std::vector&lt;physx::PxVec3&gt; &gt; mHullsPointsCache;</div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span>&#160; std::vector&lt;physx::PxBounds3 &gt; mBoundsCache;</div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span>&#160;</div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span>&#160;</div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span>&#160;};</div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span>&#160;</div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span>&#160;} <span class="comment">// namespace Blast</span></div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span>&#160;} <span class="comment">// namespace Nv</span></div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span>&#160;</div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span>&#160;<span class="preprocessor">#endif // NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="ttc" id="class_nv_1_1_blast_1_1_convex_mesh_builder_html"><div class="ttname"><a href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">Nv::Blast::ConvexMeshBuilder</a></div><div class="ttdef"><b>Definition:</b> NvBlastExtAuthoringConvexMeshBuilder.h:47</div></div>
+<a href="_nv_blast_ext_authoring_bond_generator_impl_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="comment">// Notice</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;<span class="comment">// proprietary rights in and to this software and related documentation and</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;<span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;<span class="comment">// distribution of this software and related documentation without an express</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;<span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED &quot;AS IS.&quot;. NVIDIA MAKES</span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;<span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;<span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;<span class="comment">// Information and code furnished is believed to be accurate and reliable.</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;<span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;<span class="comment">// information or for any infringement of patents or other rights of third parties that may</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;<span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="comment">// This code supersedes and replaces all information previously supplied.</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;<span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;<span class="comment">// components in life support devices or systems without express written approval of</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;<span class="comment">// NVIDIA Corporation.</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;<span class="comment">//</span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;<span class="comment">// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.</span></div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;</div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;</div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;<span class="preprocessor">#ifndef NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;<span class="preprocessor">#define NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;</div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="_nv_blast_ext_authoring_bond_generator_8h.html">NvBlastExtAuthoringBondGenerator.h</a>&quot;</span></div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;<span class="preprocessor">#include &quot;<a class="code" href="_nv_blast_ext_authoring_fracture_tool_8h.html">NvBlastExtAuthoringFractureTool.h</a>&quot;</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;<span class="preprocessor">#include &lt;PxPlane.h&gt;</span></div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;<span class="preprocessor">#include &lt;<a class="code" href="_nv_blast_ext_authoring_convex_mesh_builder_8h.html">NvBlastExtAuthoringConvexMeshBuilder.h</a>&gt;</span></div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span>&#160;<span class="preprocessor">#include &lt;vector&gt;</span></div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>&#160;<span class="preprocessor">#include &lt;set&gt;</span></div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>&#160;</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespace_nv.html">Nv</a></div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;{</div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;<span class="keyword">namespace </span>Blast</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160;{</div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;</div><div class="line"><a name="l00048"></a><span class="lineno"><a class="line" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html"> 48</a></span>&#160;<span class="keyword">class </span><a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html">BlastBondGeneratorImpl</a> : <span class="keyword">public</span> <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator.html">BlastBondGenerator</a></div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span>&#160;{</div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160;<span class="keyword">public</span>: </div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160; </div><div class="line"><a name="l00052"></a><span class="lineno"><a class="line" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a2a98b914a7559d4e07ea9d324cdbf1a3"> 52</a></span>&#160; <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a2a98b914a7559d4e07ea9d324cdbf1a3">BlastBondGeneratorImpl</a>(<a class="code" href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">ConvexMeshBuilder</a>* builder) </div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160; : mConvexMeshBuilder(builder) {};</div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160;</div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span>&#160; <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#ac0deb96a81bd1db34ad1ef2f8623d64e">release</a>() <span class="keyword">override</span>;</div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span>&#160;</div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a288e9d9a7c1bcb10e15f6f3ec90ef53a">buildDescFromInternalFracture</a>(<a class="code" href="class_nv_1_1_blast_1_1_fracture_tool.html">FractureTool</a>* tool, <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport,</div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160; <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_blast_chunk_desc.html">NvBlastChunkDesc</a>*&amp; resultChunkDescriptors) <span class="keyword">override</span>;</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160;</div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a0d06aa62402161f1197fe1dad4801cb1">createBondBetweenMeshes</a>(uint32_t meshACount, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* meshA, uint32_t meshBCount, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* meshB,</div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160; <a class="code" href="struct_nv_blast_bond.html">NvBlastBond</a>&amp; resultBond, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf) <span class="keyword">override</span>;</div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160;</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a0d06aa62402161f1197fe1dad4801cb1">createBondBetweenMeshes</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span>&#160; uint32_t overlapsCount, <span class="keyword">const</span> uint32_t* overlapsA, <span class="keyword">const</span> uint32_t* overlapsB,</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160; <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBond, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> cfg) <span class="keyword">override</span>;</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160;</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a97fd9b746597ec923e2376387188a06e">bondsFromPrefractured</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs,</div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160; <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf) <span class="keyword">override</span>;</div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160;</div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160; <span class="keyword">virtual</span> int32_t <a class="code" href="class_nv_1_1_blast_1_1_blast_bond_generator_impl.html#a97fd9b746597ec923e2376387188a06e">bondsFromPrefractured</a>(uint32_t meshCount, <span class="keyword">const</span> uint32_t* convexHullOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>** chunkHulls,</div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* chunkIsSupport, <span class="keyword">const</span> uint32_t* meshGroups, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <span class="keywordtype">float</span> maxSeparation) <span class="keyword">override</span>;</div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160;</div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160;</div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160; </div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;<span class="keyword">private</span>:</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160; <span class="keywordtype">float</span> processWithMidplanes(<a class="code" href="class_nv_1_1_blast_1_1_triangle_processor.html">TriangleProcessor</a>* trProcessor, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mA, uint32_t mavc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* mB, uint32_t mbvc, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull1, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>* hull2,</div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160; <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull1p, <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull2p,</div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160; physx::PxVec3&amp; <a class="code" href="namespace_nv_1_1_blast_1_1_vec_math.html#a1c8d1bbcf531b04e6ff52f5357987794">normal</a>, physx::PxVec3&amp; centroid, <span class="keywordtype">float</span> maxRelSeparation);</div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;</div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160; int32_t createFullBondListAveraged( uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>** chunkHulls,</div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* supportFlags, <span class="keyword">const</span> uint32_t* meshGroups, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf, std::set&lt;std::pair&lt;uint32_t, uint32_t&gt; &gt;* pairNotToTest = <span class="keyword">nullptr</span>);</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160; int32_t createFullBondListExact( uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160; <span class="keyword">const</span> <span class="keywordtype">bool</span>* supportFlags, <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs, <a class="code" href="struct_nv_1_1_blast_1_1_bond_generation_config.html">BondGenerationConfig</a> conf);</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160; int32_t createFullBondListExactInternal(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry,</div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span>&#160; std::vector&lt;PlaneChunkIndexer&gt;&amp; planeTriangleMapping , <a class="code" href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a>*&amp; resultBondDescs);</div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span>&#160; int32_t createBondForcedInternal( <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull0, <span class="keyword">const</span> std::vector&lt;physx::PxVec3&gt;&amp; hull1,<span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>&amp; cHull0, </div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>&#160; <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_collision_hull.html">CollisionHull</a>&amp; cHull1, physx::PxBounds3 bound0, physx::PxBounds3 bound1, <a class="code" href="struct_nv_blast_bond.html">NvBlastBond</a>&amp; resultBond, <span class="keywordtype">float</span> overlapping);</div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;</div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160; <span class="keywordtype">void</span> buildGeometryCache(uint32_t meshCount, <span class="keyword">const</span> uint32_t* geometryOffset, <span class="keyword">const</span> <a class="code" href="struct_nv_1_1_blast_1_1_triangle.html">Triangle</a>* geometry);</div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span>&#160; <span class="keywordtype">void</span> resetGeometryCache();</div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span>&#160;</div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span>&#160; <a class="code" href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">ConvexMeshBuilder</a>* mConvexMeshBuilder;</div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>&#160;</div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span>&#160; std::vector&lt;std::vector&lt;Triangle&gt; &gt; mGeometryCache;</div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span>&#160;</div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span>&#160; std::vector&lt;PlaneChunkIndexer&gt; mPlaneCache;</div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>&#160; std::vector&lt;CollisionHull*&gt; mCHullCache;</div><div class="line"><a name="l00099"></a><span class="lineno"> 99</span>&#160; std::vector&lt;std::vector&lt;physx::PxVec3&gt; &gt; mHullsPointsCache;</div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span>&#160; std::vector&lt;physx::PxBounds3 &gt; mBoundsCache;</div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span>&#160;</div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span>&#160;</div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span>&#160;};</div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span>&#160;</div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span>&#160;} <span class="comment">// namespace Blast</span></div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span>&#160;} <span class="comment">// namespace Nv</span></div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span>&#160;</div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span>&#160;<span class="preprocessor">#endif // NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H</span></div><div class="ttc" id="class_nv_1_1_blast_1_1_convex_mesh_builder_html"><div class="ttname"><a href="class_nv_1_1_blast_1_1_convex_mesh_builder.html">Nv::Blast::ConvexMeshBuilder</a></div><div class="ttdef"><b>Definition:</b> NvBlastExtAuthoringConvexMeshBuilder.h:47</div></div>
<div class="ttc" id="struct_nv_blast_bond_html"><div class="ttname"><a href="struct_nv_blast_bond.html">NvBlastBond</a></div><div class="ttdef"><b>Definition:</b> NvBlastTypes.h:189</div></div>
<div class="ttc" id="namespace_nv_1_1_blast_1_1_vec_math_html_a1c8d1bbcf531b04e6ff52f5357987794"><div class="ttname"><a href="namespace_nv_1_1_blast_1_1_vec_math.html#a1c8d1bbcf531b04e6ff52f5357987794">Nv::Blast::VecMath::normal</a></div><div class="ttdeci">NV_INLINE float normal(const float a[3], float r[3])</div><div class="ttdef"><b>Definition:</b> NvBlastMath.h:93</div></div>
<div class="ttc" id="struct_nv_blast_bond_desc_html"><div class="ttname"><a href="struct_nv_blast_bond_desc.html">NvBlastBondDesc</a></div><div class="ttdef"><b>Definition:</b> NvBlastTypes.h:322</div></div>