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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/NvBlastExtAuthoringMeshNoiser.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
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Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
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+// 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) 2016-2017 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTAUTHORINGMESHNOISER_H
+#define NVBLASTEXTAUTHORINGMESHNOISER_H
+#include <vector>
+#include <map>
+#include "NvBlastExtAuthoringInternalCommon.h"
+
+namespace Nv
+{
+ namespace Blast
+ {
+ class SimplexNoise;
+
+ /**
+ Structure used on tesselation stage. Maps edge to two neighboor triangles
+ */
+ struct EdgeToTriangles
+ {
+ int32_t tr[2];
+ int32_t c;
+ EdgeToTriangles()
+ {
+ c = 0;
+ }
+ /**
+ Add triangle to edge. Should not be called more than twice for one edge!!!!.
+ */
+ void add(int32_t t)
+ {
+ tr[c] = t;
+ ++c;
+ }
+ /**
+ Replaces mapping from one triangle to another.
+ */
+ void replace(int32_t from, int32_t to)
+ {
+ if (tr[0] == from)
+ {
+ tr[0] = to;
+ }
+ else
+ {
+ if (c == 2 && tr[1] == from)
+ {
+ tr[1] = to;
+ }
+ }
+ }
+ /**
+ Get triangle which is mapped by this edge and which index is different than provided.
+ */
+ int32_t getNot(int32_t id)
+ {
+ if (tr[0] != id)
+ {
+ return tr[0];
+ }
+ if (c == 2 && tr[1] != id)
+ {
+ return tr[1];
+ }
+ return -1;
+ }
+
+ };
+
+ /**
+ Tool for graphic mesh tesselation and adding noise to internal surface. Each triangle must have initialized
+ Triangle::userInfo field (0 for external surface triangles and != 0 for internal)
+ */
+ class MeshNoiser
+ {
+ public:
+ MeshNoiser()
+ {
+ reset();
+ }
+
+ void reset();
+
+ /**
+ Edge flags
+ */
+ enum EdgeFlag { INTERNAL_EDGE, EXTERNAL_BORDER_EDGE, INTERNAL_BORDER_EDGE, EXTERNAL_EDGE, NONE };
+
+
+ /**
+ Set mesh to tesselate and apply noise
+ */
+ void setMesh(const std::vector<Triangle>& mesh);
+
+ /**
+ Tesselate internal surface.
+ \param[in] maxLen - maximal length of edge on internal surface.
+ */
+ void tesselateInternalSurface(float maxLen);
+
+ /**
+ Apply noise to internal surface. Must be called only after tesselation!!!
+ \param[in] noise - noise generator
+ \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 smooting before applying noise.
+ */
+ void applyNoise(SimplexNoise& noise, float falloff, int32_t relaxIterations, float relaxFactor);
+
+ std::vector<Triangle> getMesh();
+
+ private:
+ PxVec3 mOffset;
+ float mScale;
+ bool isTesselated;
+ /**
+ Mesh data
+ */
+ std::vector<Vertex> mVertices;
+ std::vector<TriangleIndexed> mTriangles;
+ std::vector<Edge> mEdges;
+ std::map<Vertex, int32_t, VrtComp> mVertMap;
+ std::map<Edge, int32_t> mEdgeMap;
+
+
+ /**
+ Final triangles.
+ */
+ std::vector<Triangle> mResultTriangles;
+
+
+ int32_t addVerticeIfNotExist(const Vertex& p);
+ int32_t addEdge(const Edge& e);
+ int32_t findEdge(const Edge& e);
+
+
+
+ void collapseEdge(int32_t id);
+ void divideEdge(int32_t id);
+ void updateVertEdgeInfo();
+ void updateEdgeTriangleInfo();
+ void relax(int32_t iterations, float factor, std::vector<Vertex>& vertices);
+ void recalcNoiseDirs();
+
+
+ std::vector<bool> mRestrictionFlag;
+ std::vector<EdgeFlag> mEdgeFlag;
+ std::vector<EdgeToTriangles> mTrMeshEdToTr;
+ std::vector<int32_t> mVertexValence;
+ std::vector<std::vector<int32_t> > mVertexToTriangleMap;
+
+
+
+ std::vector<float> mVerticesDistances;
+ std::vector<physx::PxVec3> mVerticesNormalsSmoothed;
+ std::vector<int32_t> mPositionMappedVrt;
+ std::vector<std::vector<int32_t> > mGeometryGraph;
+
+ void prebuildEdgeFlagArray();
+ void computePositionedMapping();
+ void computeFalloffAndNormals();
+
+ void prebuildTesselatedTriangles();
+ };
+
+ } // namespace Blast
+} // namespace Nv
+#endif // ! NVBLASTEXTAUTHORINGMESHNOISER_H