aboutsummaryrefslogtreecommitdiff
path: root/shared/utils
diff options
context:
space:
mode:
authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /shared/utils
parentfirst commit (diff)
downloadblast-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')
-rw-r--r--shared/utils/AssetGenerator.cpp125
-rw-r--r--shared/utils/AssetGenerator.h99
2 files changed, 224 insertions, 0 deletions
diff --git a/shared/utils/AssetGenerator.cpp b/shared/utils/AssetGenerator.cpp
new file mode 100644
index 0000000..33d996a
--- /dev/null
+++ b/shared/utils/AssetGenerator.cpp
@@ -0,0 +1,125 @@
+#include "AssetGenerator.h"
+#include <cstring>
+
+
+void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings)
+{
+ // cleanup
+ asset.solverChunks.clear();
+ asset.solverBonds.clear();
+ asset.chunks.clear();
+
+ // initial params
+ std::vector<uint32_t> depthStartIDs;
+ std::vector<GeneratorAsset::Vec3> depthSlicesPerAxisTotal;
+ uint32_t currentID = 0;
+ GeneratorAsset::Vec3 extents = settings.extents;
+
+ // Iterate over depths and create children
+ for (uint32_t depth = 0; depth < settings.depths.size(); depth++)
+ {
+ GeneratorAsset::Vec3 slicesPerAxis = settings.depths[depth].slicesPerAxis;
+ GeneratorAsset::Vec3 slicesPerAxisTotal = (depth == 0) ? slicesPerAxis : slicesPerAxis * (depthSlicesPerAxisTotal[depth - 1]);
+ depthSlicesPerAxisTotal.push_back(slicesPerAxisTotal);
+
+ depthStartIDs.push_back(currentID);
+
+ extents.x /= slicesPerAxis.x;
+ extents.y /= slicesPerAxis.y;
+ extents.z /= slicesPerAxis.z;
+
+ for (uint32_t z = 0; z < (uint32_t)slicesPerAxisTotal.z; ++z)
+ {
+ uint32_t parent_z = z / (uint32_t)slicesPerAxis.z;
+ for (uint32_t y = 0; y < (uint32_t)slicesPerAxisTotal.y; ++y)
+ {
+ uint32_t parent_y = y / (uint32_t)slicesPerAxis.y;
+ for (uint32_t x = 0; x < (uint32_t)slicesPerAxisTotal.x; ++x)
+ {
+ uint32_t parent_x = x / (uint32_t)slicesPerAxis.x;
+ uint32_t parentID = depth == 0 ? UINT32_MAX :
+ depthStartIDs[depth - 1] + parent_x + (uint32_t)depthSlicesPerAxisTotal[depth - 1].x*(parent_y + (uint32_t)depthSlicesPerAxisTotal[depth - 1].y*parent_z);
+
+ GeneratorAsset::Vec3 position;
+ position.x = ((float)x - (slicesPerAxisTotal.x / 2) + 0.5f) * extents.x;
+ position.y = ((float)y - (slicesPerAxisTotal.y / 2) + 0.5f) * extents.y;
+ position.z = ((float)z - (slicesPerAxisTotal.z / 2) + 0.5f) * extents.z;
+
+ NvBlastChunkDesc chunkDesc;
+ memcpy(chunkDesc.centroid, &position.x, 3 * sizeof(float));
+ chunkDesc.volume = extents.x * extents.y * extents.z;
+ chunkDesc.flags = settings.depths[depth].flag;
+ chunkDesc.userData = currentID++;
+ chunkDesc.parentChunkIndex = parentID;
+ asset.solverChunks.push_back(chunkDesc);
+
+ //bool isStatic = false;
+
+ if (settings.depths[depth].flag & NvBlastChunkDesc::Flags::SupportFlag)
+ {
+ //isStatic = position.y - (extents.y - extents_.y) / 2 <= m_staticHeight;
+
+ // x-neighbor
+ if (x > 0 && (settings.bondFlags & BondFlags::X_BONDS))
+ {
+ GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0);
+ uint32_t neighborID = chunkDesc.userData - 1;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, xNeighborPosition, extents, extents.y * extents.z);
+ }
+
+ // y-neighbor
+ if (y > 0 && (settings.bondFlags & BondFlags::Y_BONDS))
+ {
+ GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0);
+ uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, yNeighborPosition, extents, extents.z * extents.x);
+ }
+
+ // z-neighbor
+ if (z > 0 && (settings.bondFlags & BondFlags::Z_BONDS))
+ {
+ GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z);
+ uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x*(uint32_t)slicesPerAxisTotal.y;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, zNeighborPosition, extents, extents.x * extents.y);
+ }
+ }
+
+ asset.chunks.push_back(GeneratorAsset::BlastChunkCube(position, extents/*isStatic*/));
+ }
+ }
+ }
+ }
+
+ // Reorder chunks
+ std::vector<uint32_t> chunkReorderMap(asset.solverChunks.size());
+ std::vector<char> scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc));
+ NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr);
+
+ std::vector<GeneratorAsset::BlastChunkCube> chunksTemp = asset.chunks;
+ for (uint32_t i = 0; i < chunkReorderMap.size(); ++i)
+ {
+ asset.chunks[chunkReorderMap[i]] = chunksTemp[i];
+ }
+ NvBlastApplyAssetDescChunkReorderMapInplace(asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), asset.solverBonds.data(), (uint32_t)asset.solverBonds.size(), chunkReorderMap.data(), scratch.data(), nullptr);
+}
+
+void CubeAssetGenerator::fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area)
+{
+ NV_UNUSED(size);
+
+ NvBlastBondDesc bondDesc;
+ bondDesc.chunkIndices[0] = id0;
+ bondDesc.chunkIndices[1] = id1;
+ bondDesc.bond.area = area;
+ GeneratorAsset::Vec3 centroid = (pos0 + pos1) * 0.5f;
+ bondDesc.bond.centroid[0] = centroid.x;
+ bondDesc.bond.centroid[1] = centroid.y;
+ bondDesc.bond.centroid[2] = centroid.z;
+ GeneratorAsset::Vec3 normal = (pos0 - pos1).getNormalized();
+ bondDesc.bond.normal[0] = normal.x;
+ bondDesc.bond.normal[1] = normal.y;
+ bondDesc.bond.normal[2] = normal.z;
+ bondDescs.push_back(bondDesc);
+}
+
+
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