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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/source/NvBlastExtAuthoringFractureToolImpl.h
parentAdded screens to welcome page (diff)
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Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
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+/*
+* 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 NVBLASTAUTHORINGFRACTURETOOLIMPL_H
+#define NVBLASTAUTHORINGFRACTURETOOLIMPL_H
+
+#include "NvBlastExtAuthoringFractureTool.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include <vector>
+
+namespace Nv
+{
+namespace Blast
+{
+
+class SpatialAccelerator;
+class Triangulator;
+
+
+/**
+ Class for voronoi sites generation inside supplied mesh.
+*/
+class VoronoiSitesGeneratorImpl : public 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
+ */
+ VoronoiSitesGeneratorImpl(const Mesh* mesh, RandomGeneratorBase* rnd);
+ ~VoronoiSitesGeneratorImpl();
+
+ void release() override;
+
+ /**
+ Set base fracture mesh
+ */
+ void setBaseMesh(const Mesh* m) override;
+
+ /**
+ Access to generated voronoi sites.
+ \note User should call NVBLAST_FREE for hulls and hullsOffset when it not needed anymore
+ \param[out] Pointer to generated voronoi sites
+ \return Count of generated voronoi sites.
+ */
+ uint32_t getVoronoiSites(const physx::PxVec3*& sites) override;
+
+ /**
+ Add site in particular point
+ \param[in] site Site coordinates
+ */
+ void addSite(const physx::PxVec3& site) override;
+ /**
+ Uniformly generate sites inside the mesh
+ \param[in] numberOfSites Number of generated sites
+ */
+ void uniformlyGenerateSitesInMesh(uint32_t numberOfSites) override;
+
+ /**
+ 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(uint32_t numberOfClusters, uint32_t sitesPerCluster, float clusterRadius) override;
+
+ /**
+ 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) override;
+
+ /**
+ 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) override;
+ /**
+ Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes.
+ \param[in] stencil Stencil mesh.
+ */
+ void setStencil(const Mesh* stencil) override;
+ /**
+ Removes stencil mesh
+ */
+ void clearStencil() override;
+
+ /**
+ 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) override;
+
+private:
+ std::vector <physx::PxVec3> mGeneratedSites;
+ const Mesh* mMesh;
+ const Mesh* mStencil;
+ RandomGeneratorBase* mRnd;
+ SpatialAccelerator* mAccelerator;
+};
+
+
+
+/**
+ FractureTool class provides methods to fracture provided mesh and generate Blast asset data
+*/
+class FractureToolImpl : public FractureTool
+{
+
+public:
+
+ /**
+ FractureTool can log asset creation info if logCallback is provided.
+ */
+ FractureToolImpl()
+ {
+ mPlaneIndexerOffset = 1;
+ mChunkIdCounter = 0;
+ mRemoveIslands = false;
+ }
+
+ ~FractureToolImpl()
+ {
+ reset();
+ }
+
+ void release() override;
+
+ /**
+ Reset FractureTool state.
+ */
+ void reset() override;
+
+
+ /**
+ Set input mesh wich will be fractured, FractureTool will be reseted.
+ */
+ void setSourceMesh(const Mesh* mesh) override;
+
+ /**
+ Get chunk mesh in polygonal representation
+ */
+ Mesh* createChunkMesh(int32_t chunkId) override;
+
+ /**
+ 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) override;
+
+
+ /**
+ 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, uint32_t cellCount, const physx::PxVec3* cellPoints, bool replaceChunk) override;
+
+ /**
+ 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, uint32_t cellCount, const physx::PxVec3* cellPoints, const physx::PxVec3& scale, bool replaceChunk) override;
+
+
+ /**
+ 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) override;
+
+
+ /**
+ Creates resulting fractured mesh geometry from intermediate format
+ */
+ void finalizeFracturing() override;
+
+ uint32_t getChunkCount() const override;
+
+ /**
+ Get chunk information
+ */
+ const ChunkInfo& getChunkInfo(int32_t chunkIndex) override;
+
+ /**
+ 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
+ */
+ float getMeshOverlap(const Mesh& meshA, const Mesh& meshB) override;
+
+ /**
+ Get chunk base mesh
+ \note User should call NVBLAST_FREE for output when it not needed anymore
+ \param[in] chunkIndex Chunk index
+ \param[out] output Array of triangles to be filled
+ \return number of triangles in base mesh
+ */
+ uint32_t getBaseMesh(int32_t chunkIndex, Triangle*& output) override;
+
+ /**
+ 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) override;
+
+ /**
+ 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) override;
+
+ /**
+ 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) override;
+
+ /**
+ Return array of chunks IDs with given depth.
+ \note User should call NVBLAST_FREE for chunkIds when it not needed anymore
+ \param[in] depth Chunk depth
+ \param[out] Pointer to array of chunk IDs
+ \return Number of chunks in array
+ */
+ uint32_t getChunksIdAtDepth(uint32_t depth, int32_t*& chunkIds) override;
+
+
+ /**
+ Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets
+ which represent triangles.
+ \note User should call NVBLAST_FREE for vertexBuffer, indexBuffer and indexBufferOffsets when it not needed anymore
+ \param[out] vertexBuffer Array of vertices to be filled
+ \param[out] indexBuffer Array of indices to be filled
+ \param[out] indexBufferOffsets Array of offsets in indexBuffer for each base mesh.
+ Contains getChunkCount() + 1 elements. Last one is indexBuffer size
+ \return Number of vertices in vertexBuffer
+ */
+ uint32_t getBufferedBaseMeshes(Vertex*& vertexBuffer, uint32_t*& indexBuffer, uint32_t*& indexBufferOffsets) override;
+
+ /**
+ Set automatic islands removing. May cause instabilities.
+ \param[in] isRemoveIslands Flag whether remove or not islands.
+ */
+ void setRemoveIslands(bool isRemoveIslands) override;
+
+ /**
+ 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) override;
+
+ /**
+ Check if input mesh contains open edges. Open edges can lead to wrong fracturing results.
+ \return true if mesh contains open edges
+ */
+ bool isMeshContainOpenEdges(const Mesh* input) override;
+
+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<Triangulator*> mChunkPostprocessors;
+
+
+
+ int32_t mPlaneIndexerOffset;
+ int32_t mChunkIdCounter;
+ std::vector<ChunkInfo> mChunkData;
+
+ bool mRemoveIslands;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTAUTHORINGFRACTURETOOLIMPL_H