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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/common/NvBlastGeometry.h | |
| parent | first commit (diff) | |
| download | blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'sdk/common/NvBlastGeometry.h')
| -rw-r--r-- | sdk/common/NvBlastGeometry.h | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/sdk/common/NvBlastGeometry.h b/sdk/common/NvBlastGeometry.h new file mode 100644 index 0000000..e83ff95 --- /dev/null +++ b/sdk/common/NvBlastGeometry.h @@ -0,0 +1,122 @@ +/* +* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + + +#ifndef NVBLASTGEOMETRY_H +#define NVBLASTGEOMETRY_H + +#include "NvBlastTypes.h" +#include "NvBlastMath.h" + +#include<limits> + + +namespace Nv { +namespace Blast{ + +NV_FORCE_INLINE uint32_t findNodeByPositionLinked(const float point[4], + const uint32_t firstGraphNodeIndex, const uint32_t* familyGraphNodeIndexLinks, + const uint32_t* adjacencyPartition, const uint32_t* adjacentNodeIndices, const uint32_t* adjacentBondIndices, + const NvBlastBond* bonds, const float* bondHealths) +{ + uint32_t nodeIndex = firstGraphNodeIndex; + uint32_t closestNode = nodeIndex; + float minDist = std::numeric_limits<float>().max(); + + while (!Nv::Blast::isInvalidIndex(nodeIndex)) + { + const uint32_t startIndex = adjacencyPartition[nodeIndex]; + const uint32_t stopIndex = adjacencyPartition[nodeIndex + 1]; + + for (uint32_t adjacentIndex = startIndex; adjacentIndex < stopIndex; adjacentIndex++) + { + const uint32_t neighbourIndex = adjacentNodeIndices[adjacentIndex]; + if (nodeIndex < neighbourIndex) + { + const uint32_t bondIndex = adjacentBondIndices[adjacentIndex]; + if (bondHealths[bondIndex] > 0.0f) + { + const NvBlastBond& bond = bonds[bondIndex]; + + const float* centroid = bond.centroid; + float d[3]; VecMath::sub(point, centroid, d); + float dist = VecMath::dot(d, d); + + if (dist < minDist) + { + minDist = dist; + float s = VecMath::dot(d, bond.normal); + closestNode = s < 0 ? nodeIndex : neighbourIndex; + } + } + } + } + nodeIndex = familyGraphNodeIndexLinks[nodeIndex]; + } + + return closestNode; +} + + +NV_FORCE_INLINE uint32_t findNodeByPosition(const float point[4], + const uint32_t graphNodesCount, const uint32_t* graphNodeIndices, + const uint32_t* adjacencyPartition, const uint32_t* adjacentNodeIndices, const uint32_t* adjacentBondIndices, + const NvBlastBond* bonds, const float* bondHealths) +{ + uint32_t closestNode = graphNodesCount > 2 ? invalidIndex<uint32_t>() : graphNodeIndices[0]; + float minDist = std::numeric_limits<float>().max(); + + for (uint32_t i = 0; i < graphNodesCount; i++) + { + const uint32_t nodeIndex = graphNodeIndices[i]; + const uint32_t startIndex = adjacencyPartition[nodeIndex]; + const uint32_t stopIndex = adjacencyPartition[nodeIndex + 1]; + + for (uint32_t adjacentIndex = startIndex; adjacentIndex < stopIndex; adjacentIndex++) + { + const uint32_t bondIndex = adjacentBondIndices[adjacentIndex]; + if (bondHealths[bondIndex] > 0.0f) + { + const uint32_t neighbourIndex = adjacentNodeIndices[adjacentIndex]; + if (nodeIndex < neighbourIndex) + { + const NvBlastBond& bond = bonds[bondIndex]; + + const float* centroid = bond.centroid; + float d[3]; VecMath::sub(point, centroid, d); + float dist = VecMath::dot(d, d); + + if (dist < minDist) + { + minDist = dist; + float s = VecMath::dot(d, bond.normal); + closestNode = s < 0 ? nodeIndex : neighbourIndex; + } + } + } + } + } + return closestNode; +} + + +NV_FORCE_INLINE uint32_t findNodeByPosition(const float point[4], + const uint32_t graphNodesCount, const uint32_t* graphNodeIndices, + const NvBlastSupportGraph& graph, + const NvBlastBond* bonds, const float* bondHealths) +{ + return findNodeByPosition(point, graphNodesCount, graphNodeIndices, graph.adjacencyPartition, graph.adjacentNodeIndices, graph.adjacentBondIndices, bonds, bondHealths); +} + +} // namespace Blast +} // namespace Nv + + +#endif // NVBLASTGEOMETRY_H |