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authorbgaldrikian <[email protected]>2018-10-03 17:51:20 -0700
committerbgaldrikian <[email protected]>2018-10-03 17:51:20 -0700
commit6f51c0ad55f3ed33597b8b12391d426fe28a0923 (patch)
treeb132a8cb2485820ff9556dafc8e874bc9d41f255 /sdk/extensions/authoringCommon/include/NvBlastExtAuthoringAccelerator.h
parentFixes to UnitySample to make it build & run. ( In Unity 2018.2 ) (diff)
downloadblast-6f51c0ad55f3ed33597b8b12391d426fe28a0923.tar.xz
blast-6f51c0ad55f3ed33597b8b12391d426fe28a0923.zip
Blast 1.1.4. See docs/release_notes.txt.v1.1.4_rc1
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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) 2016-2018 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 bound.
+ \param[in] pos Vertex buffer
+ \param[in] ed Edge buffer
+ \param[in] fc Facet which should be tested.
+ */
+ virtual void setState(const physx::PxBounds3* bounds) = 0;
+
+ /**
+ 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 void setPointCmpDirection(int32_t dir) = 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 physx::PxBounds3* bounds) override;
+ virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc) override;
+ virtual void setState(const physx::PxVec3& point) override;
+ virtual int32_t getNextFacet() override;
+
+ virtual void setPointCmpDirection(int32_t dir) override {};
+ 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 Grid
+ {
+
+ public:
+
+ friend class GridWalker;
+
+ Grid(int32_t resolution);
+ void setMesh(const Nv::Blast::Mesh* m);
+
+ private:
+ int32_t mResolution;
+ int32_t r3;
+ int32_t mappedFacetCount;
+ physx::PxVec3 spos;
+ physx::PxVec3 deltas;
+ std::vector< std::vector<int32_t> > mSpatialMap;
+ };
+
+ class GridWalker : public SpatialAccelerator // Iterator to traverse the grid
+ {
+ public:
+ GridWalker(Grid* grd);
+
+ virtual void setState(const physx::PxBounds3* bounds) override;
+ virtual void setState(const Vertex* pos, const Edge* ed, const Facet& fc) override;
+ virtual void setState(const physx::PxVec3& point) override;
+ virtual int32_t getNextFacet() override;
+ virtual void setPointCmpDirection(int32_t dir) override;
+ private:
+ Grid* mGrid;
+
+ // Iterator data
+ std::vector<uint32_t> alreadyGotFlag;
+ uint32_t alreadyGotValue;
+ std::vector<int32_t> cellList;
+ int32_t gotCells;
+ int32_t mIteratorCell;
+ int32_t mIteratorFacet;
+ int32_t pointCmdDir;
+ };
+
+
+ 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) override;
+ virtual void setState(const physx::PxBounds3* bounds) override;
+ virtual void setState(const physx::PxVec3& point) override;
+ virtual int32_t getNextFacet() override;
+ virtual void setPointCmpDirection(int32_t dir) override {};
+ 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() override;
+ void setState(const Vertex* pos, const Edge* ed, const Facet& fc) override;
+ void setState(const physx::PxBounds3* bounds) override;
+ void setState(const physx::PxVec3& p) override;
+ void setPointCmpDirection(int32_t dir) override {};
+ private:
+
+ void buildAccelStructure(const Vertex* pos, const Edge* edges, const Facet* fc, int32_t facetCount);
+
+ int32_t mResolution;
+ physx::PxBounds3 mBounds;
+ 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 gotCells;
+ //std::vector<int32_t> cellList;
+ int32_t mIteratorCell;
+ int32_t mIteratorFacet;
+ };
+
+ } // namespace Blast
+} // namsepace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGACCELERATOR_H