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/NvBlastExtAuthoringFractureToolImpl.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/NvBlastExtAuthoringFractureToolImpl.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/source/NvBlastExtAuthoringFractureToolImpl.h | 868 |
1 files changed, 434 insertions, 434 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringFractureToolImpl.h b/sdk/extensions/authoring/source/NvBlastExtAuthoringFractureToolImpl.h index 501f2f3..6f7504d 100644..100755 --- a/sdk/extensions/authoring/source/NvBlastExtAuthoringFractureToolImpl.h +++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringFractureToolImpl.h @@ -1,434 +1,434 @@ -// 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 NVBLASTAUTHORINGFRACTURETOOLIMPL_H -#define NVBLASTAUTHORINGFRACTURETOOLIMPL_H - -#include "NvBlastExtAuthoringFractureTool.h" -#include "NvBlastExtAuthoringMesh.h" -#include <vector> -#include <set> - -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; - mInteriorMaterialId = MATERIAL_INTERIOR; - } - - ~FractureToolImpl() - { - reset(); - } - - void release() override; - - /** - Reset FractureTool state. - */ - void reset() override; - - /** - Set the material id to use for new interior faces. Defaults to MATERIAL_INTERIOR - */ - void setInteriorMaterialId(int32_t materialId) override; - - /** - Gets the material id to use for new interior faces - */ - int32_t getInteriorMaterialId() const override; - - /** - Replaces an material id on faces with a new one - */ - void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) override; - - /** - Set input mesh wich will be fractured, FractureTool will be reseted. - */ - void setSourceMesh(const Mesh* mesh) override; - - /** - Set chunk mesh, parentId should be valid, return id of new chunk. - */ - int32_t setChunkMesh(const Mesh* mesh, int32_t parentId) 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] rotation Voronoi cells rotation. Has no effect without cells scale 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, const physx::PxQuat& rotation, 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, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd) override; - - - /** - Cut chunk with plane. - \param[in] chunkId Chunk to fracture - \param[in] normal Plane normal - \param[in] position Point on plane - \param[in] noise Noise configuration for plane-chunk intersection, see NoiseConfiguration. - \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 cut(uint32_t chunkId, const physx::PxVec3& normal, const physx::PxVec3& position, const NoiseConfiguration& noise, bool replaceChunk, RandomGeneratorBase* rnd) override; - - /** - Cutout fracture for specified chunk. - \param[in] chunkId Chunk to fracture - \param[in] conf Cutout parameters, see CutoutConfiguration. - \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 cutout(uint32_t chunkId, CutoutConfiguration 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; - - /** - Update chunk base mesh - \note Doesn't allocates output array, Triangle* output should be preallocated by user - \param[in] chunkIndex Chunk index - \param[out] output Array of triangles to be filled - \return number of triangles in base mesh - */ - uint32_t updateBaseMesh(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; - - bool deleteAllChildrenOfChunk(int32_t chunkId) override; - - void uniteChunks(uint32_t maxAtLevel, uint32_t maxGroupSize) override; - - - /** - Rescale interior uv coordinates of given chunk to fit square of given size. - \param[in] side Size of square side - \param[in] chunkId Chunk ID for which UVs should be scaled. - */ - void fitUvToRect(float side, uint32_t chunkId) override; - - /** - Rescale interior uv coordinates of all existing chunks to fit square of given size, relative sizes will be preserved. - \param[in] side Size of square side - */ - void fitAllUvToRect(float side) override; - - - -private: - void eraseChunk(int32_t chunkId); - bool isAncestorForChunk(int32_t ancestorId, int32_t chunkId); - int32_t slicingNoisy(uint32_t chunkId, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd); - uint32_t stretchGroup(const std::vector<uint32_t>& group, std::vector<std::vector<uint32_t>>& graph); - void rebuildAdjGraph(const std::vector<uint32_t>& chunksToRebuild, std::vector<std::vector<uint32_t> >& chunkGraph); - void fitAllUvToRect(float side, std::set<uint32_t>& mask); - - /** - Returns newly created chunk index in mChunkData. - */ - uint32_t createNewChunk(uint32_t parentId); - - -protected: - /** - Mesh scaled to unite-cube and translated to the origin - */ - float mScaleFactor; - physx::PxVec3 mOffset; - - /* Chunk mesh wrappers */ - std::vector<Triangulator*> mChunkPostprocessors; - - - - int64_t mPlaneIndexerOffset; - int32_t mChunkIdCounter; - std::vector<ChunkInfo> mChunkData; - - bool mRemoveIslands; - int32_t mInteriorMaterialId; -}; - -} // namespace Blast -} // namespace Nv - - -#endif // ifndef NVBLASTAUTHORINGFRACTURETOOLIMPL_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 NVBLASTAUTHORINGFRACTURETOOLIMPL_H
+#define NVBLASTAUTHORINGFRACTURETOOLIMPL_H
+
+#include "NvBlastExtAuthoringFractureTool.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include <vector>
+#include <set>
+
+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;
+ mInteriorMaterialId = MATERIAL_INTERIOR;
+ }
+
+ ~FractureToolImpl()
+ {
+ reset();
+ }
+
+ void release() override;
+
+ /**
+ Reset FractureTool state.
+ */
+ void reset() override;
+
+ /**
+ Set the material id to use for new interior faces. Defaults to MATERIAL_INTERIOR
+ */
+ void setInteriorMaterialId(int32_t materialId) override;
+
+ /**
+ Gets the material id to use for new interior faces
+ */
+ int32_t getInteriorMaterialId() const override;
+
+ /**
+ Replaces an material id on faces with a new one
+ */
+ void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) override;
+
+ /**
+ Set input mesh wich will be fractured, FractureTool will be reseted.
+ */
+ void setSourceMesh(const Mesh* mesh) override;
+
+ /**
+ Set chunk mesh, parentId should be valid, return id of new chunk.
+ */
+ int32_t setChunkMesh(const Mesh* mesh, int32_t parentId) 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] rotation Voronoi cells rotation. Has no effect without cells scale 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, const physx::PxQuat& rotation, 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, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd) override;
+
+
+ /**
+ Cut chunk with plane.
+ \param[in] chunkId Chunk to fracture
+ \param[in] normal Plane normal
+ \param[in] position Point on plane
+ \param[in] noise Noise configuration for plane-chunk intersection, see NoiseConfiguration.
+ \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 cut(uint32_t chunkId, const physx::PxVec3& normal, const physx::PxVec3& position, const NoiseConfiguration& noise, bool replaceChunk, RandomGeneratorBase* rnd) override;
+
+ /**
+ Cutout fracture for specified chunk.
+ \param[in] chunkId Chunk to fracture
+ \param[in] conf Cutout parameters, see CutoutConfiguration.
+ \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 cutout(uint32_t chunkId, CutoutConfiguration 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;
+
+ /**
+ Update chunk base mesh
+ \note Doesn't allocates output array, Triangle* output should be preallocated by user
+ \param[in] chunkIndex Chunk index
+ \param[out] output Array of triangles to be filled
+ \return number of triangles in base mesh
+ */
+ uint32_t updateBaseMesh(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;
+
+ bool deleteAllChildrenOfChunk(int32_t chunkId) override;
+
+ void uniteChunks(uint32_t maxAtLevel, uint32_t maxGroupSize) override;
+
+
+ /**
+ Rescale interior uv coordinates of given chunk to fit square of given size.
+ \param[in] side Size of square side
+ \param[in] chunkId Chunk ID for which UVs should be scaled.
+ */
+ void fitUvToRect(float side, uint32_t chunkId) override;
+
+ /**
+ Rescale interior uv coordinates of all existing chunks to fit square of given size, relative sizes will be preserved.
+ \param[in] side Size of square side
+ */
+ void fitAllUvToRect(float side) override;
+
+
+
+private:
+ void eraseChunk(int32_t chunkId);
+ bool isAncestorForChunk(int32_t ancestorId, int32_t chunkId);
+ int32_t slicingNoisy(uint32_t chunkId, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd);
+ uint32_t stretchGroup(const std::vector<uint32_t>& group, std::vector<std::vector<uint32_t>>& graph);
+ void rebuildAdjGraph(const std::vector<uint32_t>& chunksToRebuild, std::vector<std::vector<uint32_t> >& chunkGraph);
+ void fitAllUvToRect(float side, std::set<uint32_t>& mask);
+
+ /**
+ Returns newly created chunk index in mChunkData.
+ */
+ uint32_t createNewChunk(uint32_t parentId);
+
+
+protected:
+ /**
+ Mesh scaled to unite-cube and translated to the origin
+ */
+ float mScaleFactor;
+ physx::PxVec3 mOffset;
+
+ /* Chunk mesh wrappers */
+ std::vector<Triangulator*> mChunkPostprocessors;
+
+
+
+ int64_t mPlaneIndexerOffset;
+ int32_t mChunkIdCounter;
+ std::vector<ChunkInfo> mChunkData;
+
+ bool mRemoveIslands;
+ int32_t mInteriorMaterialId;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTAUTHORINGFRACTURETOOLIMPL_H
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