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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /shared/utils/AssetGenerator.h | |
| parent | first commit (diff) | |
| download | blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'shared/utils/AssetGenerator.h')
| -rw-r--r-- | shared/utils/AssetGenerator.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/shared/utils/AssetGenerator.h b/shared/utils/AssetGenerator.h new file mode 100644 index 0000000..1dab608 --- /dev/null +++ b/shared/utils/AssetGenerator.h @@ -0,0 +1,99 @@ +/* +* 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 ASSETGENERATOR_H +#define ASSETGENERATOR_H + + +#include "NvBlast.h" + +#include <vector> +#include <cmath> + +class GeneratorAsset +{ +public: + struct Vec3 + { + float x, y, z; + + Vec3() {} + Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {} + Vec3 operator * (float v) const { return Vec3(x * v, y * v, z * v); } + Vec3 operator * (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); } + Vec3 operator + (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); } + Vec3 operator - (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); } + Vec3 getNormalized() const + { + return (*this)*(1.0f / sqrt(x*x + y*y + z*z)); + } + }; + + struct BlastChunkCube + { + BlastChunkCube(Vec3 position_, Vec3 extents_) + { + position = position_; + extents = extents_; + } + + Vec3 position; + Vec3 extents; + }; + + std::vector<NvBlastChunkDesc> solverChunks; + std::vector<NvBlastBondDesc> solverBonds; + std::vector<BlastChunkCube> chunks; +}; + + +class CubeAssetGenerator +{ +public: + struct DepthInfo + { + DepthInfo(GeneratorAsset::Vec3 slices = GeneratorAsset::Vec3(1, 1, 1), NvBlastChunkDesc::Flags flag_ = NvBlastChunkDesc::Flags::NoFlags) + : slicesPerAxis(slices), flag(flag_) {} + + GeneratorAsset::Vec3 slicesPerAxis; + NvBlastChunkDesc::Flags flag; + }; + + enum BondFlags + { + NO_BONDS = 0, + X_BONDS = 1, + Y_BONDS = 2, + Z_BONDS = 4, + ALL_BONDS = X_BONDS | Y_BONDS | Z_BONDS + }; + + + struct Settings + { + Settings() : bondFlags(BondFlags::ALL_BONDS) {} + + std::vector<DepthInfo> depths; + GeneratorAsset::Vec3 extents; + BondFlags bondFlags; + }; + + static void generate(GeneratorAsset& asset, const Settings& settings); +private: + static void fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area); +}; + + +inline CubeAssetGenerator::BondFlags operator | (CubeAssetGenerator::BondFlags a, CubeAssetGenerator::BondFlags b) +{ + return static_cast<CubeAssetGenerator::BondFlags>(static_cast<int>(a) | static_cast<int>(b)); +} + +#endif // #ifndef ASSETGENERATOR_H |