diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/NvBlastExtAuthoringAccelerator.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-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.h | 440 |
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
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