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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/extensions/authoring/include/NvBlastExtAuthoringFractureTool.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/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h')
| -rw-r--r-- | sdk/extensions/authoring/include/NvBlastExtAuthoringFractureTool.h | 435 |
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 |