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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h')
-rw-r--r--sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h103
1 files changed, 46 insertions, 57 deletions
diff --git a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h b/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h
index b3e143a..1e851bb 100644
--- a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h
+++ b/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h
@@ -1,26 +1,42 @@
-/*
-* 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.
-*/
+// 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) 2016-2017 NVIDIA Corporation. All rights reserved.
+
#ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H
#define NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H
#include "NvBlastTypes.h"
-#include <vector>
-#include <PxVec3.h>
namespace physx
{
- class PxCooking;
- class PxPhysicsInsertionCallback;
- class PxVec3;
- class PxConvexMesh;
+class PxCooking;
+class PxPhysicsInsertionCallback;
+class PxVec3;
+class PxConvexMesh;
}
@@ -29,32 +45,7 @@ namespace Nv
namespace Blast
{
-/**
- Collision hull geometry format.
-*/
-struct CollisionHull
-{
- /**
- Collision hull polygon format.
- */
- struct HullPolygon
- {
- // Polygon base plane
- float mPlane[4];
- // Number vertices in polygon
- uint16_t mNbVerts;
- // First index in CollisionHull.indices array for this polygon
- uint16_t mIndexBase;
- };
- ///**
-
- CollisionHull(){};
-
- std::vector<physx::PxVec3> points;
- std::vector<uint32_t> indices;
- std::vector<HullPolygon> polygonData;
-};
-
+struct CollisionHull;
/**
ConvexMeshBuilder provides routine to build collision hulls from array of vertices.
@@ -64,35 +55,38 @@ struct CollisionHull
class ConvexMeshBuilder
{
public:
+ virtual ~ConvexMeshBuilder() {}
/**
- Constructor should be provided with PxCoocking and PxPhysicsInsertionCallback objects.
+ Release ConvexMeshBuilder memory
*/
- ConvexMeshBuilder(physx::PxCooking* cooking, physx::PxPhysicsInsertionCallback* insertionCallback) : mInsertionCallback(insertionCallback), mCooking(cooking) {}
+ virtual void release() = 0;
/**
Method creates CollisionHull from provided array of vertices.
+ \param[in] verticesCount Number of vertices
\param[in] vertexData Vertex array of some object, for which collision geometry should be built
\param[out] output Reference on CollisionHull object in which generated geometry should be saved
*/
- void buildCollisionGeometry(const std::vector<physx::PxVec3>& vertexData, CollisionHull& output);
+ virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0;
/**
Method creates PxConvexMesh from provided array of vertices.
- \param[in] vertexData Vertex array of some object, for which collision geometry should be built
+ \param[in] verticesCount Number of vertices
+ \param[in] vertexData Vertex array of some object, for which collision geometry should be built
\return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise.
*/
- physx::PxConvexMesh* buildConvexMesh(std::vector<physx::PxVec3>& vertexData);
+ virtual physx::PxConvexMesh* buildConvexMesh(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0;
/**
Method creates PxConvexMesh from provided ConvexHull geometry
- \param[in] hull ConvexHull geometry
+ \param[in] hull ConvexHull geometry
\return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise.
*/
- physx::PxConvexMesh* buildConvexMesh(CollisionHull& hull);
+ virtual physx::PxConvexMesh* buildConvexMesh(const CollisionHull& hull) = 0;
/**
@@ -102,18 +96,13 @@ public:
This method trims all intersecting parts of collision geometry.
As a drawback, trimming collision geometry can lead to penetrating render meshes during simulation.
-
- \param[in] in ConvexHull geometry which should be clipped.
- \param[in] chunkDepth Array of depth levels of convex hulls corresponding chunks.
+ \param[in] chunksCount Number of chunks
+ \param[in,out] in ConvexHull geometry which should be clipped.
+ \param[in] chunkDepth Array of depth levels of convex hulls corresponding chunks.
*/
-
- void trimCollisionGeometry(std::vector<CollisionHull>& in, const std::vector<uint32_t>& chunkDepth);
-
+ virtual void trimCollisionGeometry(uint32_t chunksCount, CollisionHull** in, const uint32_t* chunkDepth) = 0;
-private:
- physx::PxPhysicsInsertionCallback* mInsertionCallback;
- physx::PxCooking* mCooking;
};
} // namespace Blast