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authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h
parentUpdating BlastTool zip (diff)
downloadblast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz
blast-7115f60b91b5717d90f643fd692010905c7004db.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h')
-rwxr-xr-x[-rw-r--r--]sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h440
1 files changed, 220 insertions, 220 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h b/sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h
index 9e6762c..e206e58 100644..100755
--- a/sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h
+++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h
@@ -1,220 +1,220 @@
-// 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) 2016-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef NVBLASTEXTAUTHORINGACCELERATOR_H
-#define NVBLASTEXTAUTHORINGACCELERATOR_H
-
-#include <set>
-#include <vector>
-#include "NvBlastExtAuthoringTypes.h"
-
-
-namespace Nv
-{
- namespace Blast
- {
-
- class Mesh;
-
-
- /**
- Acceleration structure interface.
- */
- class SpatialAccelerator
- {
- public:
- /**
- Set state of accelerator to return all facets which possibly can intersect given facet.
- \param[in] pos Vertex buffer
- \param[in] ed Edge buffer
- \param[in] fc Facet which should be tested.
- */
- virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc) = 0;
- /**
- Set state of accelerator to return all facets which possibly can cover given point. Needed for testing whether point is inside mesh.
- \param[in] point Point which should be tested.
- */
- virtual void setState(const physx::PxVec3& point) = 0;
- /**
- Recieve next facet for setted state.
- \return Next facet index, or -1 if no facets left.
- */
- virtual int32_t getNextFacet() = 0;
-
-
- virtual ~SpatialAccelerator() {};
- };
-
-
- /**
- Dummy accelerator iterates through all facets of mesh.
- */
- class DummyAccelerator : public SpatialAccelerator
- {
- public:
- /**
- \param[in] count Mesh facets count for which accelerator should be built.
- */
- DummyAccelerator(int32_t count);
- virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
- virtual void setState(const physx::PxVec3& point);
- virtual int32_t getNextFacet();
-
- private:
- int32_t count;
- int32_t current;
- };
-
- struct SegmentToIndex
- {
- float coord;
- uint32_t index;
- bool end;
-
- SegmentToIndex(float c, uint32_t i, bool end) : coord(c), index(i), end(end) {};
-
- bool operator<(const SegmentToIndex& in) const
- {
- if (coord < in.coord) return true;
- if (coord > in.coord) return false;
- return end < in.end;
- }
- };
-
-
-class SweepingAccelerator : public SpatialAccelerator
-{
-public:
- /**
- \param[in] count Mesh facets count for which accelerator should be built.
- */
- SweepingAccelerator(Nv::Blast::Mesh* in);
- virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
- virtual void setState(const physx::PxVec3& point);
- virtual int32_t getNextFacet();
-
-private:
-
-
- /*
- For fast point test.
- */
- std::vector<std::vector<uint32_t> > xSegm;
- std::vector<std::vector<uint32_t> > ySegm;
- std::vector<std::vector<uint32_t> > zSegm;
- std::vector<uint32_t> indices;
- std::vector<uint32_t> foundx;
- std::vector<uint32_t> foundy;
-
- uint32_t iterId;
- int32_t current;
- uint32_t facetCount;
-
- physx::PxVec3 minimal;
- physx::PxVec3 maximal;
-
- physx::PxVec3 rescale;
-
-
-};
-
-
-/**
- Accelerator which builds map from 3d grid to initial mesh facets.
- To find all facets which possibly intersect given one, it return all facets which are pointed by grid cells, which intersects with bounding box of given facet.
- To find all facets which possibly cover given point, all facets which are pointed by cells in column which contains given point are returned.
-*/
-class BBoxBasedAccelerator : public SpatialAccelerator
-{
-public:
- /**
- \param[in] mesh Mesh for which acceleration structure should be built.
- \param[in] resolution Resolution on 3d grid.
- */
- BBoxBasedAccelerator(const Mesh* mesh, int32_t resolution);
- virtual ~BBoxBasedAccelerator();
- int32_t getNextFacet();
- void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
- void setState(const physx::PxVec3& p);
-private:
-
- bool testCellPolygonIntersection(int32_t cellId, physx::PxBounds3& facetBB);
- void buildAccelStructure(const Vertex* pos, const Edge* edges, const Facet* fc, int32_t facetCount);
-
- int32_t mResolution;
- physx::PxBounds3 mBounds;
- physx::PxBounds3 facetBox;
- std::vector< std::vector<int32_t> > mSpatialMap;
- std::vector<physx::PxBounds3> mCells;
-
-
- // Iterator data
- std::vector<uint32_t> alreadyGotFlag;
- uint32_t alreadyGotValue;
- std::vector<int32_t> cellList;
- int32_t mIteratorCell;
- int32_t mIteratorFacet;
-};
-
-
-
-/**
- Accelerator which builds map from 3d grid to initial mesh facets.
- To find all facets which possibly intersect given one, it return all facets which are pointed by grid cells, which are intersected by given facet.
- To find all facets which possibly cover given point, all facets which are pointed by cells in column which contains given point are returned.
-
- In difference with BBoxBasedAccelerator this accelerator computes actual intersection of cube with polygon. It is more precise and omits much more intersections but slower.
-*/
-
-class IntersectionTestingAccelerator : public SpatialAccelerator
-{
-public:
- IntersectionTestingAccelerator(const Mesh* mesh, int32_t resolution);
- int32_t getNextFacet();
- void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
- void setState(const physx::PxVec3& p);
-
-
-private:
- std::vector< std::vector<int32_t> > mSpatialMap;
- std::vector<physx::PxBounds3> mCubes;
- int32_t mResolution;
-
- // Iterator data
- std::vector<uint32_t> alreadyGotFlag;
- uint32_t alreadyGotValue;
- std::vector<int32_t> cellList;
- int32_t mIteratorCell;
- int32_t mIteratorFacet;
-};
-
-} // namespace Blast
-} // namsepace Nv
-
-
-#endif // ifndef NVBLASTEXTAUTHORINGACCELERATOR_H
+// 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) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTAUTHORINGACCELERATOR_H
+#define NVBLASTEXTAUTHORINGACCELERATOR_H
+
+#include <set>
+#include <vector>
+#include "NvBlastExtAuthoringTypes.h"
+
+
+namespace Nv
+{
+ namespace Blast
+ {
+
+ class Mesh;
+
+
+ /**
+ Acceleration structure interface.
+ */
+ class SpatialAccelerator
+ {
+ public:
+ /**
+ Set state of accelerator to return all facets which possibly can intersect given facet.
+ \param[in] pos Vertex buffer
+ \param[in] ed Edge buffer
+ \param[in] fc Facet which should be tested.
+ */
+ virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc) = 0;
+ /**
+ Set state of accelerator to return all facets which possibly can cover given point. Needed for testing whether point is inside mesh.
+ \param[in] point Point which should be tested.
+ */
+ virtual void setState(const physx::PxVec3& point) = 0;
+ /**
+ Recieve next facet for setted state.
+ \return Next facet index, or -1 if no facets left.
+ */
+ virtual int32_t getNextFacet() = 0;
+
+
+ virtual ~SpatialAccelerator() {};
+ };
+
+
+ /**
+ Dummy accelerator iterates through all facets of mesh.
+ */
+ class DummyAccelerator : public SpatialAccelerator
+ {
+ public:
+ /**
+ \param[in] count Mesh facets count for which accelerator should be built.
+ */
+ DummyAccelerator(int32_t count);
+ virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
+ virtual void setState(const physx::PxVec3& point);
+ virtual int32_t getNextFacet();
+
+ private:
+ int32_t count;
+ int32_t current;
+ };
+
+ struct SegmentToIndex
+ {
+ float coord;
+ uint32_t index;
+ bool end;
+
+ SegmentToIndex(float c, uint32_t i, bool end) : coord(c), index(i), end(end) {};
+
+ bool operator<(const SegmentToIndex& in) const
+ {
+ if (coord < in.coord) return true;
+ if (coord > in.coord) return false;
+ return end < in.end;
+ }
+ };
+
+
+class SweepingAccelerator : public SpatialAccelerator
+{
+public:
+ /**
+ \param[in] count Mesh facets count for which accelerator should be built.
+ */
+ SweepingAccelerator(Nv::Blast::Mesh* in);
+ virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
+ virtual void setState(const physx::PxVec3& point);
+ virtual int32_t getNextFacet();
+
+private:
+
+
+ /*
+ For fast point test.
+ */
+ std::vector<std::vector<uint32_t> > xSegm;
+ std::vector<std::vector<uint32_t> > ySegm;
+ std::vector<std::vector<uint32_t> > zSegm;
+ std::vector<uint32_t> indices;
+ std::vector<uint32_t> foundx;
+ std::vector<uint32_t> foundy;
+
+ uint32_t iterId;
+ int32_t current;
+ uint32_t facetCount;
+
+ physx::PxVec3 minimal;
+ physx::PxVec3 maximal;
+
+ physx::PxVec3 rescale;
+
+
+};
+
+
+/**
+ Accelerator which builds map from 3d grid to initial mesh facets.
+ To find all facets which possibly intersect given one, it return all facets which are pointed by grid cells, which intersects with bounding box of given facet.
+ To find all facets which possibly cover given point, all facets which are pointed by cells in column which contains given point are returned.
+*/
+class BBoxBasedAccelerator : public SpatialAccelerator
+{
+public:
+ /**
+ \param[in] mesh Mesh for which acceleration structure should be built.
+ \param[in] resolution Resolution on 3d grid.
+ */
+ BBoxBasedAccelerator(const Mesh* mesh, int32_t resolution);
+ virtual ~BBoxBasedAccelerator();
+ int32_t getNextFacet();
+ void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
+ void setState(const physx::PxVec3& p);
+private:
+
+ bool testCellPolygonIntersection(int32_t cellId, physx::PxBounds3& facetBB);
+ void buildAccelStructure(const Vertex* pos, const Edge* edges, const Facet* fc, int32_t facetCount);
+
+ int32_t mResolution;
+ physx::PxBounds3 mBounds;
+ physx::PxBounds3 facetBox;
+ std::vector< std::vector<int32_t> > mSpatialMap;
+ std::vector<physx::PxBounds3> mCells;
+
+
+ // Iterator data
+ std::vector<uint32_t> alreadyGotFlag;
+ uint32_t alreadyGotValue;
+ std::vector<int32_t> cellList;
+ int32_t mIteratorCell;
+ int32_t mIteratorFacet;
+};
+
+
+
+/**
+ Accelerator which builds map from 3d grid to initial mesh facets.
+ To find all facets which possibly intersect given one, it return all facets which are pointed by grid cells, which are intersected by given facet.
+ To find all facets which possibly cover given point, all facets which are pointed by cells in column which contains given point are returned.
+
+ In difference with BBoxBasedAccelerator this accelerator computes actual intersection of cube with polygon. It is more precise and omits much more intersections but slower.
+*/
+
+class IntersectionTestingAccelerator : public SpatialAccelerator
+{
+public:
+ IntersectionTestingAccelerator(const Mesh* mesh, int32_t resolution);
+ int32_t getNextFacet();
+ void setState(const Vertex* pos, const Edge* ed, const Facet& fc);
+ void setState(const physx::PxVec3& p);
+
+
+private:
+ std::vector< std::vector<int32_t> > mSpatialMap;
+ std::vector<physx::PxBounds3> mCubes;
+ int32_t mResolution;
+
+ // Iterator data
+ std::vector<uint32_t> alreadyGotFlag;
+ uint32_t alreadyGotValue;
+ std::vector<int32_t> cellList;
+ int32_t mIteratorCell;
+ int32_t mIteratorFacet;
+};
+
+} // namespace Blast
+} // namsepace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGACCELERATOR_H