aboutsummaryrefslogtreecommitdiff
path: root/sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h
diff options
context:
space:
mode:
authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h
parentfirst commit (diff)
downloadblast-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/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h')
-rw-r--r--sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h435
1 files changed, 435 insertions, 0 deletions
diff --git a/sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h b/sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h
new file mode 100644
index 0000000..528ffbc
--- /dev/null
+++ b/sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h
@@ -0,0 +1,435 @@
+/*
+* 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 NVBLASTAUTHORINGFRACTURETOOL_H
+#define NVBLASTAUTHORINGFRACTURETOOL_H
+
+#include "NvBlastExtAuthoringMesh.h"
+#include "NvBlastTypes.h"
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+class SpatialAccelerator;
+class ChunkPostProcessor;
+
+
+/*
+ Chunk data, chunk with chunkId == 0 is always source mesh.
+*/
+struct ChunkInfo
+{
+ Mesh* meshData;
+ int32_t parent;
+ int32_t chunkId;
+ bool isLeaf;
+};
+
+
+/*
+ Slicing fracturing configuration
+
+
+ default:
+ x_slices = 1;
+ y_slices = 1;
+ z_slices = 1;
+
+ offset_variations = 0.f;
+ angle_variations = 0.f;
+ noiseAmplitude = 0.f;
+ noiseFrequency = 1.f;
+ noiseOctaveNumber = 1;
+ surfaceResolution = 1;
+*/
+struct SlicingConfiguration
+{
+ /**
+ Number of slices in each direction
+ */
+ int32_t x_slices, y_slices, z_slices;
+
+ /**
+ Offset variation, value in [0, 1]
+ */
+ float offset_variations;
+ /**
+ Angle variation, value in [0, 1]
+ */
+ float angle_variations;
+
+
+ /**
+ Noisy slicing configutaion:
+
+ Amplitude of cutting surface noise. If it is 0 - noise is disabled.
+ */
+ float noiseAmplitude;
+ /**
+ Frequencey of cutting surface noise.
+ */
+ float noiseFrequency;
+ /**
+ Octave number in slicing surface noise.
+ */
+ uint32_t noiseOctaveNumber;
+ /**
+ Cutting surface resolution.
+ */
+ int32_t surfaceResolution;
+
+
+ SlicingConfiguration()
+ {
+ reset();
+ }
+ /**
+ Set default params.
+ */
+ void reset()
+ {
+ x_slices = 1;
+ y_slices = 1;
+ z_slices = 1;
+
+ offset_variations = 0.f;
+ angle_variations = 0.f;
+ noiseAmplitude = 0.f;
+ noiseFrequency = 1.f;
+ noiseOctaveNumber = 1;
+ surfaceResolution = 1;
+ }
+
+};
+
+
+
+/**
+ Class for voronoi sites generation inside supplied mesh.
+*/
+class VoronoiSitesGenerator
+{
+public:
+
+ /**
+ Voronoi sites should not be generated outside of the fractured mesh, so VoronoiSitesGenerator
+ should be supplied with fracture mesh.
+ \param[in] mesh Fracture mesh
+ \param[in] rnd User supplied random value generator.
+ \return
+ */
+ VoronoiSitesGenerator(Mesh* mesh, RandomGeneratorBase* rnd);
+ ~VoronoiSitesGenerator();
+
+ /**
+ Set base fracture mesh
+ */
+ void setBaseMesh(Mesh* m);
+
+ /**
+ Returns reference on vector of generated voronoi sites.
+ */
+ std::vector<physx::PxVec3>& getVoronoiSites();
+
+ /**
+ Add site in particular point
+ \param[in] site Site coordinates
+ */
+ void addSite(const physx::PxVec3& site);
+ /**
+ Uniformly generate sites inside the mesh
+ \param[in] numberOfSites Number of generated sites
+ */
+ void uniformlyGenerateSitesInMesh(const uint32_t numberOfSites);
+
+ /**
+ Generate sites in clustered fashion
+ \param[in] numberOfClusters Number of generated clusters
+ \param[in] sitesPerCluster Number of sites in each cluster
+ \param[in] clusterRadius Voronoi cells cluster radius
+ */
+ void clusteredSitesGeneration(const uint32_t numberOfClusters, const uint32_t sitesPerCluster, float clusterRadius);
+
+ /**
+ Radial pattern of sites generation
+ \param[in] center Center of generated pattern
+ \param[in] normal Normal to plane in which sites are generated
+ \param[in] radius Pattern radius
+ \param[in] angularSteps Number of angular steps
+ \param[in] radialSteps Number of radial steps
+ \param[in] angleOffset Angle offset at each radial step
+ \param[in] variability Randomness of sites distribution
+ */
+ void radialPattern(const physx::PxVec3& center, const physx::PxVec3& normal, float radius, int32_t angularSteps, int32_t radialSteps, float angleOffset = 0.0f, float variability = 0.0f);
+
+ /**
+ Generate sites inside sphere
+ \param[in] count Count of generated sites
+ \param[in] radius Radius of sphere
+ \param[in] center Center of sphere
+ */
+ void generateInSphere(const uint32_t count, const float radius, const physx::PxVec3& center);
+ /**
+ Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes.
+ \param[in] stencil Stencil mesh.
+ */
+ void setStencil(Mesh* stencil);
+ /**
+ Removes stencil mesh
+ */
+ void clearStencil();
+
+ /**
+ Deletes sites inside supplied sphere
+ \param[in] radius Radius of sphere
+ \param[in] center Center of sphere
+ \param[in] eraserProbability Probability of removing some particular site
+ */
+ void deleteInSphere(const float radius, const physx::PxVec3& center, const float eraserProbability = 1);
+
+private:
+ std::vector<physx::PxVec3> mGeneratedSites;
+ Mesh* mMesh;
+ Mesh* mStencil;
+ RandomGeneratorBase* mRnd;
+ SpatialAccelerator* mAccelerator;
+};
+
+
+
+/**
+ FractureTool class provides methods to fracture provided mesh and generate Blast asset data
+*/
+class FractureTool
+{
+
+public:
+
+ /**
+ FractureTool can log asset creation info if logCallback is provided.
+ */
+ FractureTool(NvBlastLog logCallback = nullptr)
+ {
+ mPlaneIndexerOffset = 1;
+ mChunkIdCounter = 0;
+ mRemoveIslands = false;
+ mLoggingCallback = logCallback;
+ }
+
+ ~FractureTool()
+ {
+ reset();
+ }
+
+ /**
+ Reset FractureTool state.
+ */
+ void reset();
+
+
+ /**
+ Set input mesh wich will be fractured, FractureTool will be reseted.
+ */
+ void setSourceMesh(Mesh* mesh);
+
+ /**
+ Get chunk mesh in polygonal representation
+ */
+ Mesh getChunkMesh(int32_t chunkId);
+
+ /**
+ Input mesh is scaled and transformed internally to fit unit cube centered in origin.
+ Method provides offset vector and scale parameter;
+ */
+ void getTransformation(physx::PxVec3& offset, float& scale);
+
+
+ /**
+ Fractures specified chunk with voronoi method.
+ \param[in] chunkId Chunk to fracture
+ \param[in] cellPoints Array of voronoi sites
+ \param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
+ Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
+ \return If 0, fracturing is successful.
+ */
+ int32_t voronoiFracturing(uint32_t chunkId, const std::vector<physx::PxVec3>& cellPoints, bool replaceChunk);
+
+ /**
+ Fractures specified chunk with voronoi method. Cells can be scaled along x,y,z axes.
+ \param[in] chunkId Chunk to fracture
+ \param[in] cellPoints Array of voronoi sites
+ \param[in] cellPoints Array of voronoi sites
+ \param[in] scale Voronoi cells scaling factor
+ \param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
+ Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
+ \return If 0, fracturing is successful.
+ */
+ int32_t voronoiFracturing(uint32_t chunkId, const std::vector<physx::PxVec3>& cellPoints, const physx::PxVec3& scale, bool replaceChunk);
+
+
+ /**
+ Fractures specified chunk with slicing method.
+ \param[in] chunkId Chunk to fracture
+ \param[in] conf Slicing parameters, see SlicingConfiguration.
+ \param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
+ Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
+ \param[in] rnd User supplied random number generator
+
+ \return If 0, fracturing is successful.
+ */
+ int32_t slicing(uint32_t chunkId, SlicingConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd);
+
+
+ /**
+ Creates resulting fractured mesh geometry from intermediate format
+ */
+ void finalizeFracturing();
+
+ /**
+ Get chunk information
+ */
+ const std::vector<ChunkInfo>& getChunkList();
+
+
+ /**
+ Tesselate interior surfaces
+ \param[in] averageEdgeLength - Average length of edge on internal surface.
+ */
+ void tesselate(float averageEdgeLength);
+
+ /**
+ Apply noise to interior surfaces. Must be called only after tesselation!
+ \param[in] amplitude Amplitude of noise
+ \param[in] frequency Frequency of noise
+ \param[in] octaves Number of noise octaves
+ \param[in] falloff - damping of noise around of external surface
+ \param[in] relaxIterations - number of smoothing iterations before applying noise
+ \param[in] relaxFactor - amount of smoothing before applying noise.
+ \param[in] seed Random seed value
+ */
+ void applyNoise(float amplitude, float frequency, int32_t octaves, float falloff, int32_t relaxIterations, float relaxFactor, int32_t seed = 0);
+
+ /**
+ Get percentage of mesh overlap.
+ percentage computed as volume(intersection(meshA , meshB)) / volume (meshA)
+ \param[in] meshA Mesh A
+ \param[in] meshB Mesh B
+ \return mesh overlap percentage
+ */
+ static float getMeshOverlap(Mesh& meshA, Mesh& meshB);
+
+ /**
+ Get chunk base mesh
+ \param[in] chunkIndex Chunk index
+ \param[out] output Array of triangles to be filled
+ */
+ void getBaseMesh(int32_t chunkIndex, std::vector<Triangle>& output);
+
+ /**
+ Get chunk mesh with noise
+ \param[in] chunkIndex Chunk index
+ \param[out] output Array of triangles to be filled
+ */
+ void getNoisedMesh(int32_t chunkIndex, std::vector<Triangle>& output);
+
+
+ /**
+ Return index of chunk with specified chunkId
+ \param[in] chunkId Chunk ID
+ \return Chunk index in internal buffer, if not exist -1 is returned.
+ */
+ int32_t getChunkIndex(int32_t chunkId);
+
+ /**
+ Return id of chunk with specified index.
+ \param[in] chunkIndex Chunk index
+ \return Chunk id or -1 if there is no such chunk.
+ */
+ int32_t getChunkId(int32_t chunkIndex);
+
+ /**
+ Return depth level of the given chunk
+ \param[in] chunkId Chunk ID
+ \return Chunk depth or -1 if there is no such chunk.
+ */
+ int32_t getChunkDepth(int32_t chunkId);
+
+ /**
+ Return array of chunks IDs with given depth.
+ \param[in] depth Chunk depth
+ \return Array of chunk IDs
+ */
+ std::vector<int32_t> getChunksIdAtDepth(uint32_t depth);
+
+
+ /**
+ Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets
+ which represent triangles.
+ \param[out] vertexBuffer Array of vertices to be filled
+ \param[out] indexBuffer Array of arrays of indices to be filled
+ */
+ void getBufferedBaseMeshes(std::vector<Vertex>& vertexBuffer, std::vector<std::vector<uint32_t> >& indexBuffer);
+
+ /**
+ Get result geometry after tesselation and application of noise as vertex and index buffers, where index buffers contain series of triplets
+ which represent triangles.
+ \param[out] vertexBuffer Array of vertices to be filled
+ \param[out] indexBuffer Array of arrays of indices to be filled
+ */
+ void getBufferedNoiseMeshes(std::vector<Vertex>& vertexBuffer, std::vector<std::vector<uint32_t> >& indexBuffer);
+
+ /**
+ Set automatic islands removing. May cause instabilities.
+ \param[in] isRemoveIslands Flag whether remove or not islands.
+ */
+ void setRemoveIslands(bool isRemoveIslands);
+
+ /**
+ Try find islands and remove them on some specifical chunk. If chunk has childs, island removing can lead to wrong results! Apply it before further chunk splitting.
+ \param[in] chunkId Chunk ID which should be checked for islands
+ \return Number of found islands is returned
+ */
+ int32_t islandDetectionAndRemoving(int32_t chunkId);
+
+private:
+ void eraseChunk(int32_t chunkId);
+ bool isAncestorForChunk(int32_t ancestorId, int32_t chunkId);
+ void deleteAllChildsOfChunk(int32_t chunkId);
+ int32_t slicingNoisy(uint32_t chunkId, SlicingConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd);
+
+protected:
+ /**
+ Mesh scaled to unite-cube and translated to the origin
+ */
+ float mScaleFactor;
+ physx::PxVec3 mOffset;
+
+ /* Chunk mesh wrappers */
+ std::vector<ChunkPostProcessor*> mChunkPostprocessors;
+
+
+
+ int32_t mPlaneIndexerOffset;
+ int32_t mChunkIdCounter;
+ std::vector<ChunkInfo> mChunkData;
+
+ bool mRemoveIslands;
+
+ NvBlastLog mLoggingCallback;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTAUTHORINGFRACTURETOOL_H