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 /test/src/unit/ActorTests.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'test/src/unit/ActorTests.cpp')
| -rwxr-xr-x[-rw-r--r--] | test/src/unit/ActorTests.cpp | 2236 |
1 files changed, 1118 insertions, 1118 deletions
diff --git a/test/src/unit/ActorTests.cpp b/test/src/unit/ActorTests.cpp index d4de648..79bb1fc 100644..100755 --- a/test/src/unit/ActorTests.cpp +++ b/test/src/unit/ActorTests.cpp @@ -1,1118 +1,1118 @@ -// 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. - - -#include "BlastBaseTest.h" -#include "AssetGenerator.h" - -#include <map> -#include <algorithm> - -#include "NvBlastActor.h" -#include "NvBlastExtDamageShaders.h" - - -static bool chooseRandomGraphNodes(uint32_t* g, uint32_t count, const Nv::Blast::Actor& actor) -{ - const uint32_t graphNodeCount = actor.getGraphNodeCount(); - - if (graphNodeCount < count) - { - return false; - } - - std::vector<uint32_t> graphNodeIndices(graphNodeCount); - uint32_t* index = graphNodeIndices.data(); - for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i ; ++i) - { - *index++ = (uint32_t)i; - } - struct UserDataSorter - { - UserDataSorter(const Nv::Blast::Actor& actor) : m_asset(*actor.getAsset()) {} - - bool operator () (uint32_t i0, uint32_t i1) const - { - const uint32_t c0 = m_asset.m_graph.getChunkIndices()[i0]; - const uint32_t c1 = m_asset.m_graph.getChunkIndices()[i1]; - if (Nv::Blast::isInvalidIndex(c0) || Nv::Blast::isInvalidIndex(c1)) - { - return c0 < c1; - } - return m_asset.getChunks()[c0].userData < m_asset.getChunks()[c1].userData; - } - - const Nv::Blast::Asset& m_asset; - } userDataSorter(actor); - std::sort(graphNodeIndices.data(), graphNodeIndices.data() + graphNodeCount, userDataSorter); - -#if 0 - std::vector<uint32_t> descUserData(graphNodeCount); - for (uint32_t i = 0; i < graphNodeCount; ++i) - { - descUserData[i] = actor.getAsset()->m_chunks[actor.getAsset()->m_graph.m_chunkIndices[graphNodeIndices[i]]].userData; - } -#endif - - uint32_t t = 0; - uint32_t m = 0; - for (uint32_t i = 0; i < graphNodeCount && m < count; ++i, ++t) - { - NVBLAST_ASSERT(t < graphNodeCount); - if (t >= graphNodeCount) - { - break; - } - const float U = (float)rand()/RAND_MAX; // U is uniform random number in [0,1) - if ((graphNodeCount - t)*U < count - m) - { - g[m++] = graphNodeIndices[i]; - } - } - - return m == count; -} - - -static void blast(std::set<NvBlastActor*>& actorsToDamage, GeneratorAsset* testAsset, GeneratorAsset::Vec3 localPos, float minRadius, float maxRadius, float compressiveDamage) -{ - std::vector<NvBlastChunkFractureData> chunkEvents; /* num lower-support chunks + bonds */ - std::vector<NvBlastBondFractureData> bondEvents; /* num lower-support chunks + bonds */ - chunkEvents.resize(testAsset->solverChunks.size()); - bondEvents.resize(testAsset->solverBonds.size()); - - - std::vector<char> splitScratch; - std::vector<NvBlastActor*> newActorsBuffer(testAsset->solverChunks.size()); - - NvBlastExtRadialDamageDesc damage = { - compressiveDamage, - { localPos.x, localPos.y, localPos.z }, - minRadius, - maxRadius - }; - - NvBlastExtProgramParams programParams = - { - &damage, - nullptr - }; - - NvBlastDamageProgram program = { - NvBlastExtFalloffGraphShader, - nullptr - }; - - size_t totalNewActorsCount = 0; - for (std::set<NvBlastActor*>::iterator k = actorsToDamage.begin(); k != actorsToDamage.end();) - { - NvBlastActor* actor = *k; - NvBlastFractureBuffers events = { static_cast<uint32_t>(bondEvents.size()), static_cast<uint32_t>(chunkEvents.size()), bondEvents.data(), chunkEvents.data() }; - - NvBlastActorGenerateFracture(&events, actor, program, &programParams, nullptr, nullptr); - NvBlastActorApplyFracture(&events, actor, &events, nullptr, nullptr); - const bool isDamaged = NvBlastActorIsSplitRequired(actor, nullptr); - bool removeActor = false; - - if (events.bondFractureCount + events.chunkFractureCount > 0) - { - NvBlastActorSplitEvent splitEvent; - splitEvent.newActors = &newActorsBuffer.data()[totalNewActorsCount]; - uint32_t newActorSize = (uint32_t)(newActorsBuffer.size() - totalNewActorsCount); - - splitScratch.resize((size_t)NvBlastActorGetRequiredScratchForSplit(actor, nullptr)); - const size_t newActorsCount = NvBlastActorSplit(&splitEvent, actor, newActorSize, splitScratch.data(), nullptr, nullptr); - EXPECT_TRUE(isDamaged || newActorsCount == 0); - totalNewActorsCount += newActorsCount; - removeActor = splitEvent.deletedActor != NULL; - } - else - { - EXPECT_FALSE(isDamaged); - } - - if (removeActor) - { - k = actorsToDamage.erase(k); - } - else - { - ++k; - } - } - - for (size_t i = 0; i < totalNewActorsCount; ++i) - { - actorsToDamage.insert(newActorsBuffer[i]); - } -} - - -template<int FailLevel, int Verbosity> -class ActorTest : public BlastBaseTest<FailLevel, Verbosity> -{ -public: - ActorTest() - { - - } - - static void messageLog(int type, const char* msg, const char* file, int line) - { - BlastBaseTest<FailLevel, Verbosity>::messageLog(type, msg, file, line); - } - - static void* alloc(size_t size) - { - return BlastBaseTest<FailLevel, Verbosity>::alignedZeroedAlloc(size); - } - - static void free(void* mem) - { - BlastBaseTest<FailLevel, Verbosity>::alignedFree(mem); - } - - NvBlastAsset* buildAsset(const NvBlastAssetDesc& desc) - { - // fix desc if wrong order or missing coverage first - NvBlastAssetDesc fixedDesc = desc; - std::vector<NvBlastChunkDesc> chunkDescs(desc.chunkDescs, desc.chunkDescs + desc.chunkCount); - std::vector<NvBlastBondDesc> bondDescs(desc.bondDescs, desc.bondDescs + desc.bondCount); - std::vector<uint32_t> chunkReorderMap(desc.chunkCount); - std::vector<char> scratch(desc.chunkCount * sizeof(NvBlastChunkDesc)); - NvBlastEnsureAssetExactSupportCoverage(chunkDescs.data(), fixedDesc.chunkCount, scratch.data(), messageLog); - NvBlastReorderAssetDescChunks(chunkDescs.data(), fixedDesc.chunkCount, bondDescs.data(), fixedDesc.bondCount, chunkReorderMap.data(), true, scratch.data(), messageLog); - fixedDesc.chunkDescs = chunkDescs.data(); - fixedDesc.bondDescs = bondDescs.empty() ? nullptr : bondDescs.data(); - - // create asset - m_scratch.resize((size_t)NvBlastGetRequiredScratchForCreateAsset(&fixedDesc, messageLog)); - void* mem = alloc(NvBlastGetAssetMemorySize(&fixedDesc, messageLog)); - NvBlastAsset* asset = NvBlastCreateAsset(mem, &fixedDesc, m_scratch.data(), messageLog); - EXPECT_TRUE(asset != nullptr); - return asset; - } - - void buildAssets() - { - m_assets.resize(getAssetDescCount()); - for (uint32_t i = 0; i < m_assets.size(); ++i) - { - m_assets[i] = buildAsset(g_assetDescs[i]); - } - } - - NvBlastActor* instanceActor(const NvBlastAsset& asset) - { - NvBlastActorDesc actorDesc; - actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr; - actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f; - void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(&asset, nullptr)); - NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, &asset, nullptr); - std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog)); - NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, scratch.data(), messageLog); - EXPECT_TRUE(actor != nullptr); - return actor; - } - - void instanceActors() - { - m_actors.resize(m_assets.size()); - for (uint32_t i = 0; i < m_actors.size(); ++i) - { - m_actors[i] = instanceActor(*m_assets[i]); - } - } - - void releaseActors() - { - for (uint32_t i = 0; i < m_actors.size(); ++i) - { - NvBlastFamily* family = NvBlastActorGetFamily(m_actors[i], messageLog); - - const bool actorReleaseResult = NvBlastActorDeactivate(m_actors[i], messageLog); - EXPECT_TRUE(actorReleaseResult); - - free(family); - } - } - - void destroyAssets() - { - for (uint32_t i = 0; i < m_assets.size(); ++i) - { - free(m_assets[i]); - } - } - - void instanceAndPartitionRecursively - ( - const NvBlastAsset& asset, - bool partitionToSubsupport, - void (*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog), - void (*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool) - ) - { - const Nv::Blast::Asset& solverAsset = *static_cast<const Nv::Blast::Asset*>(&asset); - - std::vector<Nv::Blast::Actor*> actors; - std::vector<Nv::Blast::Actor*> buffer(NvBlastAssetGetChunkCount(&asset, messageLog)); - - // Instance the first actor from the asset - actors.push_back(static_cast<Nv::Blast::Actor*>(instanceActor(asset))); - - NvBlastFamily* family = NvBlastActorGetFamily(actors[0], messageLog); - - const uint32_t supportChunkCount = NvBlastAssetGetSupportChunkCount(&asset, messageLog); - const uint32_t leafChunkCount = actors[0]->getAsset()->m_leafChunkCount; - - // Now randomly partition the actors in the array, and keep going until we're down to single support chunks - bool canFracture = true; - - while (canFracture) - { - canFracture = false; - - for (uint32_t actorToPartition = 0; actorToPartition < actors.size(); ++actorToPartition) - { - Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[actorToPartition]; - if (a == nullptr) - { - continue; - } - - m_scratch.reserve((size_t)NvBlastActorGetRequiredScratchForSplit(a, messageLog)); - - if (preSplitTest) - { - preSplitTest(*a, nullptr); - } - - const bool singleLowerSupportChunk = a->getGraphNodeCount() <= 1; - uint32_t newActorCount = 0; - - for (int damageNum = 0; newActorCount < 2 && damageNum < 100; ++damageNum) // Avoid infinite loops - { - if (!singleLowerSupportChunk) - { - uint32_t g[2]; - chooseRandomGraphNodes(g, 2, *a); - const uint32_t bondIndex = solverAsset.m_graph.findBond(g[0], g[1]); - if (bondIndex != Nv::Blast::invalidIndex<uint32_t>()) - { - a->damageBond(g[0], g[1], bondIndex, 100.0f); - a->findIslands(m_scratch.data()); - } - } - else - if (!partitionToSubsupport) - { - continue; - } - - // Split actor - newActorCount = a->partition((Nv::Blast::Actor**)&buffer[0], (uint32_t)buffer.size(), messageLog); - - if (newActorCount >= 2) - { - actors[actorToPartition] = nullptr; - } - } - - if (newActorCount > 1) - { - canFracture = true; - } - - for (uint32_t i = 0; i < newActorCount; ++i) - { - actors.push_back(buffer[i]); - buffer[i]->updateVisibleChunksFromGraphNodes(); - } - } - } - - if (postSplitTest) - { - postSplitTest(actors, leafChunkCount, supportChunkCount, partitionToSubsupport); - } - - for (auto actor : actors) - { - if (actor) - actor->release(); - } - - free(family); - } - - static void recursivePartitionPostSplitTestCounts(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport) - { - // Test to see that all actors are split down to single support chunks - uint32_t remainingActorCount = 0; - for (uint32_t i = 0; i < actors.size(); ++i) - { - Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i]; - if (a == nullptr) - { - continue; - } - - ++remainingActorCount; - - NVBLAST_ASSERT(1 == a->getVisibleChunkCount() || a->isBoundToWorld()); - EXPECT_TRUE(1 == a->getVisibleChunkCount() || a->isBoundToWorld()); - if (!partitionToSubsupport) - { - EXPECT_EQ(1, a->getGraphNodeCount()); - } - - if (0 == a->getVisibleChunkCount()) - { - EXPECT_TRUE(a->isBoundToWorld()); - EXPECT_EQ(1, a->getGraphNodeCount()); - EXPECT_EQ(a->getFamilyHeader()->m_asset->m_graph.m_nodeCount - 1, a->getFirstGraphNodeIndex()); - --remainingActorCount; // Do not count this as a remaining actor, to be compared with leaf or support chunk counts later - } - - const bool actorReleaseResult = NvBlastActorDeactivate(actors[i], nullptr); - EXPECT_TRUE(actorReleaseResult); - } - - if (partitionToSubsupport) - { - EXPECT_EQ(leafChunkCount, remainingActorCount); - } - else - { - EXPECT_EQ(supportChunkCount, remainingActorCount); - } - } - - static void testActorVisibleChunks(const Nv::Blast::Actor& actor, NvBlastLog) - { - const Nv::Blast::Asset& asset = *actor.getAsset(); - const NvBlastChunk* chunks = asset.getChunks(); - - if (actor.isSubSupportChunk()) - { - EXPECT_EQ(1, actor.getVisibleChunkCount()); - - const uint32_t firstVisibleChunkIndex = (uint32_t)Nv::Blast::Actor::VisibleChunkIt(actor); - - EXPECT_EQ(actor.getIndex() - asset.m_graph.m_nodeCount, firstVisibleChunkIndex - asset.m_firstSubsupportChunkIndex); - - // Make sure the visible chunk is subsupport - // Array of support flags - std::vector<bool> isSupport(asset.m_chunkCount, false); - for (uint32_t i = 0; i < asset.m_graph.m_nodeCount; ++i) - { - const uint32_t chunkIndex = asset.m_graph.getChunkIndices()[i]; - if (!Nv::Blast::isInvalidIndex(chunkIndex)) - { - isSupport[chunkIndex] = true; - } - } - - // Climb hierarchy to find support chunk - uint32_t chunkIndex = firstVisibleChunkIndex; - while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>()) - { - if (isSupport[chunkIndex]) - { - break; - } - chunkIndex = chunks[chunkIndex].parentChunkIndex; - } - - EXPECT_FALSE(Nv::Blast::isInvalidIndex(chunkIndex)); - } - else - { - // Array of visibility flags - std::vector<bool> isVisible(asset.m_chunkCount, false); - for (Nv::Blast::Actor::VisibleChunkIt i = actor; (bool)i; ++i) - { - isVisible[(uint32_t)i] = true; - } - - // Mark visible nodes representing graph chunks - std::vector<bool> visibleChunkFound(asset.m_chunkCount, false); - - // Make sure every graph chunk is represented by a visible chunk, or represents the world - for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i; ++i) - { - const uint32_t graphNodeIndex = (uint32_t)i; - uint32_t chunkIndex = asset.m_graph.getChunkIndices()[graphNodeIndex]; - // Climb hierarchy to find visible chunk - while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>()) - { - // Check that chunk owners are accurate - EXPECT_EQ(actor.getIndex(), actor.getFamilyHeader()->getChunkActorIndices()[chunkIndex]); - if (isVisible[chunkIndex]) - { - visibleChunkFound[chunkIndex] = true; - break; - } - chunkIndex = chunks[chunkIndex].parentChunkIndex; - } - EXPECT_TRUE(!Nv::Blast::isInvalidIndex(chunkIndex) || (graphNodeIndex == asset.m_graph.m_nodeCount-1 && actor.isBoundToWorld())); - } - - // Check that all visible chunks are accounted for - for (uint32_t i = 0; i < asset.m_chunkCount; ++i) - { - EXPECT_EQ(visibleChunkFound[i], isVisible[i]); - } - - // Make sure that, if all siblings are intact, they are invisible - for (uint32_t i = 0; i < asset.m_chunkCount; ++i) - { - bool allIntact = true; - bool noneVisible = true; - if (chunks[i].firstChildIndex < asset.getUpperSupportChunkCount()) // Do not check subsupport - { - for (uint32_t j = chunks[i].firstChildIndex; j < chunks[i].childIndexStop; ++j) - { - allIntact = allIntact && actor.getFamilyHeader()->getChunkActorIndices()[j] == actor.getIndex(); - noneVisible = noneVisible && !isVisible[j]; - } - EXPECT_TRUE(!allIntact || noneVisible); - } - } - } - } - - static void recursivePartitionPostSplitTestVisibleChunks(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport) - { - for (uint32_t i = 0; i < actors.size(); ++i) - { - Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i]; - if (a == nullptr) - { - continue; - } - - testActorVisibleChunks(*a, nullptr); - } - } - - void partitionActorsToSupportChunks - ( - uint32_t assetDescCount, - const NvBlastAssetDesc* assetDescs, - void(*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog), - void(*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool), - bool partitionToSubsupport - ) - { - srand(0); - - for (uint32_t i = 0; i < assetDescCount; ++i) - { - // Create an asset - NvBlastAsset* asset = buildAsset(assetDescs[i]); - - // Perform repeated partitioning - instanceAndPartitionRecursively(*asset, partitionToSubsupport, preSplitTest, postSplitTest); - - // Free the asset - free(asset); - } - } - - static void compareFamilies(const NvBlastFamily* family1, const NvBlastFamily* family2, size_t size, NvBlastLog logFn) - { - const char* block1 = reinterpret_cast<const char*>(family1); - const char* block2 = reinterpret_cast<const char*>(family2); -#if 0 - EXPECT_EQ(0, memcmp(block1, block2, size)); -#else - bool diffFound = false; - size_t startDiff = 0; - for (size_t i = 0; i < size; ++i) - { - if (block1[i] != block2[i]) - { - diffFound = true; - startDiff = i; - break; - } - } - if (!diffFound) - { - return; - } - size_t endDiff = startDiff; - for (size_t i = size; i--;) - { - if (block1[i] != block2[i]) - { - endDiff = i; - break; - } - } - std::ostringstream msg; - msg << "Block deserialization does not match current block in position range [" << startDiff << ", " << endDiff << "]."; - logFn(NvBlastMessage::Error, msg.str().c_str(), __FILE__, __LINE__); -#endif - } - - static void testActorBlockSerialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn) - { - if (actors.size()) - { - const NvBlastFamily* family = NvBlastActorGetFamily(actors[0], logFn); - const uint32_t size = NvBlastFamilyGetSize(family, logFn); - s_storage.insert(s_storage.end(), (char*)family, (char*)family + size); - } - } - - static void testActorBlockDeserialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn) - { - if (actors.size()) - { - EXPECT_LT(s_curr, s_storage.size()); - const NvBlastFamily* family = reinterpret_cast<NvBlastFamily*>(&s_storage[s_curr]); - const uint32_t size = NvBlastFamilyGetSize(family, logFn); - EXPECT_LE(s_curr + size, s_storage.size()); - s_curr += size; - const NvBlastFamily* actorFamily = NvBlastActorGetFamily(actors[0], logFn); - // Family may contain different assets pointers, copy into new family block and set the same asset before comparing - Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]); - const Nv::Blast::Asset* solverAsset = a.getAsset(); - std::vector<char> storageFamilyCopy((char*)family, (char*)family + size); - NvBlastFamily* storageFamily = reinterpret_cast<NvBlastFamily*>(storageFamilyCopy.data()); - NvBlastFamilySetAsset(storageFamily, solverAsset, logFn); - { - const uint32_t actorCountExpected = NvBlastFamilyGetActorCount(storageFamily, logFn); - std::vector<NvBlastActor*> blockActors(actorCountExpected); - const uint32_t actorCountReturned = NvBlastFamilyGetActors(blockActors.data(), actorCountExpected, storageFamily, logFn); - EXPECT_EQ(actorCountExpected, actorCountReturned); - } - compareFamilies(storageFamily, actorFamily, size, logFn); - } - } - - // Serialize all actors and then deserialize back into a new family in a random order, and compare with the original family - static void testActorSerializationNewFamily(std::vector<NvBlastActor*>& actors, NvBlastLog logFn) - { - if (actors.size() == 0) - { - return; - } - - Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]); - const Nv::Blast::Asset* solverAsset = a.getAsset(); - - const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn); - - std::vector< std::vector<char> > streams(actors.size()); - for (size_t i = 0; i < actors.size(); ++i) - { - const uint32_t serSize = NvBlastActorGetSerializationSize(actors[i], logFn); - EXPECT_GE(serSizeBound, serSize); - std::vector<char>& stream = streams[i]; - stream.resize(serSize); - const uint32_t bytesWritten = NvBlastActorSerialize(stream.data(), serSize, actors[i], logFn); - EXPECT_EQ(serSize, bytesWritten); - } - - void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(solverAsset, logFn)); - NvBlastFamily* newFamily = NvBlastAssetCreateFamily(fmem, solverAsset, logFn); - - std::vector<size_t> order(actors.size()); - for (size_t i = 0; i < order.size(); ++i) - { - order[i] = i; - } - std::random_shuffle(order.begin(), order.end()); - - for (size_t i = 0; i < actors.size(); ++i) - { - NvBlastActor* newActor = NvBlastFamilyDeserializeActor(newFamily, streams[order[i]].data(), logFn); - EXPECT_TRUE(newActor != nullptr); - } - - const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn); - compareFamilies(oldFamily, newFamily, NvBlastFamilyGetSize(oldFamily, logFn), logFn); - - free(newFamily); - } - - // Copy the family and then serialize some subset of actors, deleting them afterwards. - // Then, deserialize back into the block and compare the original and new families. - static void testActorSerializationPartialBlock(std::vector<NvBlastActor*>& actors, NvBlastLog logFn) - { - if (actors.size() <= 1) - { - return; - } - - Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]); - const Nv::Blast::Asset* solverAsset = a.getAsset(); - - const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn); - const uint32_t size = NvBlastFamilyGetSize(oldFamily, logFn); - std::vector<char> buffer((char*)oldFamily, (char*)oldFamily + size); - NvBlastFamily* familyCopy = reinterpret_cast<NvBlastFamily*>(buffer.data()); - - const uint32_t serCount = 1 + (rand() % actors.size() - 1); - - const uint32_t actorCount = NvBlastFamilyGetActorCount(familyCopy, logFn); - std::vector<NvBlastActor*> actorsRemaining(actorCount); - const uint32_t actorsInFamily = NvBlastFamilyGetActors(&actorsRemaining[0], actorCount, familyCopy, logFn); - EXPECT_EQ(actorCount, actorsInFamily); - - const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn); - - std::vector< std::vector<char> > streams(serCount); - for (uint32_t i = 0; i < serCount; ++i) - { - std::vector<char>& stream = streams[i]; - const uint32_t indexToStream = rand() % actorsRemaining.size(); - NvBlastActor* actorToStream = actorsRemaining[indexToStream]; - std::swap(actorsRemaining[indexToStream], actorsRemaining[actorsRemaining.size() - 1]); - actorsRemaining.pop_back(); - const uint32_t serSize = NvBlastActorGetSerializationSize(actorToStream, logFn); - EXPECT_GE(serSizeBound, serSize); - stream.resize(serSize); - const uint32_t bytesWritten = NvBlastActorSerialize(&stream[0], serSize, actorToStream, logFn); - EXPECT_EQ(serSize, bytesWritten); - NvBlastActorDeactivate(actorToStream, logFn); - } - - for (uint32_t i = 0; i < serCount; ++i) - { - NvBlastActor* newActor = NvBlastFamilyDeserializeActor(familyCopy, streams[i].data(), logFn); - EXPECT_TRUE(newActor != nullptr); - } - - compareFamilies(oldFamily, familyCopy, size, logFn); - } - - void damageLeafSupportActors - ( - uint32_t assetCount, - uint32_t familyCount, - uint32_t damageCount, - bool simple, - void (*actorTest)(const Nv::Blast::Actor&, NvBlastLog), - void (*postDamageTest)(std::vector<NvBlastActor*>&, NvBlastLog), - CubeAssetGenerator::BondFlags bondFlags = CubeAssetGenerator::BondFlags::ALL_INTERNAL_BONDS - ) - { - const float relativeDamageRadius = simple ? 0.75f : 0.2f; - const float compressiveDamage = 1.0f; - const uint32_t minChunkCount = simple ? 9 : 100; - const uint32_t maxChunkCount = simple ? 9 : 10000; - const bool printActorCount = false; - - srand(0); - - std::cout << "Asset # (out of " << assetCount << "): "; - for (uint32_t assetNum = 0; assetNum < assetCount; ++assetNum) - { - std::cout << assetNum + 1 << ".. "; - CubeAssetGenerator::Settings settings; - settings.extents = GeneratorAsset::Vec3(1, 1, 1); - settings.bondFlags = bondFlags; - CubeAssetGenerator::DepthInfo depthInfo; - depthInfo.slicesPerAxis = GeneratorAsset::Vec3(1, 1, 1); - depthInfo.flag = NvBlastChunkDesc::Flags::NoFlags; - settings.depths.push_back(depthInfo); - uint32_t chunkCount = 1; - while (chunkCount < minChunkCount) - { - uint32_t chunkMul; - do - { - depthInfo.slicesPerAxis = simple ? GeneratorAsset::Vec3(2, 2, 2) : GeneratorAsset::Vec3((float)(1 + rand() % 4), (float)(1 + rand() % 4), (float)(1 + rand() % 4)); - chunkMul = (uint32_t)(depthInfo.slicesPerAxis.x * depthInfo.slicesPerAxis.y * depthInfo.slicesPerAxis.z); - } while (chunkMul == 1); - if (chunkCount*chunkMul > maxChunkCount) - { - break; - } - chunkCount *= chunkMul; - settings.depths.push_back(depthInfo); - settings.extents = settings.extents * depthInfo.slicesPerAxis; - } - settings.depths.back().flag = NvBlastChunkDesc::SupportFlag; // Leaves are support - - // Make largest direction unit size - settings.extents = settings.extents * (1.0f / std::max(settings.extents.x, std::max(settings.extents.y, settings.extents.z))); - - // Create asset - GeneratorAsset testAsset; - CubeAssetGenerator::generate(testAsset, settings); - - NvBlastAssetDesc desc; - desc.chunkDescs = testAsset.solverChunks.data(); - desc.chunkCount = (uint32_t)testAsset.solverChunks.size(); - desc.bondDescs = testAsset.solverBonds.data(); - desc.bondCount = (uint32_t)testAsset.solverBonds.size(); - NvBlastAsset* asset = buildAsset(desc); - NvBlastID assetID = NvBlastAssetGetID(asset, messageLog); - - // copy asset (for setAsset testing) - const char* data = (const char*)asset; - const uint32_t dataSize = NvBlastAssetGetSize(asset, messageLog); - char* duplicateData = (char*)alloc(dataSize); - memcpy(duplicateData, data, dataSize); - NvBlastAsset* assetDuplicate = (NvBlastAsset*)duplicateData; - - // Generate families - for (uint32_t familyNum = 0; familyNum < familyCount; ++familyNum) - { - // family - void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog)); - NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, messageLog); // Using zeroingAlloc in case actorTest compares memory blocks - NvBlastID id = NvBlastFamilyGetAssetID(family, messageLog); - EXPECT_TRUE(!memcmp(&assetID, &id, sizeof(NvBlastID))); - if (rand() % 2 == 0) - { - // replace asset with duplicate in half of cases to test setAsset - NvBlastFamilySetAsset(family, assetDuplicate, messageLog); - NvBlastID id2 = NvBlastFamilyGetAssetID(family, messageLog); - EXPECT_TRUE(!memcmp(&assetID, &id2, sizeof(NvBlastID))); - } - - // actor - NvBlastActorDesc actorDesc; - actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr; - actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f; - m_scratch.resize((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog)); - NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, m_scratch.data(), messageLog); - EXPECT_TRUE(actor != nullptr); - - // Generate damage - std::set<NvBlastActor*> actors; - actors.insert(actor); - if (printActorCount) std::cout << "Actors: 1.. "; - for (uint32_t damageNum = 0; damageNum < damageCount; ++damageNum) - { - GeneratorAsset::Vec3 localPos = settings.extents*GeneratorAsset::Vec3((float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f); - blast(actors, &testAsset, localPos, relativeDamageRadius, relativeDamageRadius*1.2f, compressiveDamage); - if (printActorCount) std::cout << actors.size() << ".. "; - if (actors.size() > 0) - { - const NvBlastFamily* family = NvBlastActorGetFamily(*actors.begin(), messageLog); - const uint32_t actorCount = NvBlastFamilyGetActorCount(family, messageLog); - EXPECT_EQ((uint32_t)actors.size(), actorCount); - if ((uint32_t)actors.size() == actorCount) - { - std::vector<NvBlastActor*> buffer1(actorCount); - const uint32_t actorsWritten = NvBlastFamilyGetActors(&buffer1[0], actorCount, family, messageLog); - EXPECT_EQ(actorsWritten, actorCount); - std::vector<NvBlastActor*> buffer2(actors.begin(), actors.end()); - EXPECT_EQ(0, memcmp(&buffer1[0], buffer2.data(), actorCount*sizeof(NvBlastActor*))); - } - } - // Test individual actors - if (actorTest != nullptr) - { - for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k) - { - actorTest(*static_cast<Nv::Blast::Actor*>(*k), messageLog); - } - } - } - if (printActorCount) std::cout << "\n"; - - // Test fractured actor set - if (postDamageTest) - { - std::vector<NvBlastActor*> actorArray(actors.begin(), actors.end()); - postDamageTest(actorArray, messageLog); - } - - // Release remaining actors - for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k) - { - NvBlastActorDeactivate(*k, messageLog); - } - actors.clear(); - - free(family); - } - - // Release asset data - free(asset); - free(assetDuplicate); - } - std::cout << "done.\n"; - } - - std::vector<NvBlastAsset*> m_assets; - std::vector<NvBlastActor*> m_actors; - std::vector<char> m_scratch; - static std::vector<char> s_storage; - - static size_t s_curr; -}; - -// Static values -template<int FailLevel, int Verbosity> -std::vector<char> ActorTest<FailLevel, Verbosity>::s_storage; - -template<int FailLevel, int Verbosity> -size_t ActorTest<FailLevel, Verbosity>::s_curr; - -// Specializations -typedef ActorTest<NvBlastMessage::Error, 1> ActorTestAllowWarnings; -typedef ActorTest<NvBlastMessage::Warning, 1> ActorTestStrict; - -// Tests -TEST_F(ActorTestStrict, InstanceActors) -{ - // Build assets and instance actors - buildAssets(); - instanceActors(); - - // Release actors and destroy assets - releaseActors(); - destroyAssets(); -} - -TEST_F(ActorTestAllowWarnings, ActorHealthInitialization) -{ - // Test all assets - std::vector<NvBlastAssetDesc> assetDescs; - assetDescs.insert(assetDescs.end(), g_assetDescs, g_assetDescs + getAssetDescCount()); - assetDescs.insert(assetDescs.end(), g_assetDescsMissingCoverage, g_assetDescsMissingCoverage + getAssetDescMissingCoverageCount()); - - struct TestMode - { - enum Enum - { - Uniform, - Nonuniform, - - Count - }; - }; - - for (auto assetDesc : assetDescs) - { - NvBlastAsset* asset = buildAsset(assetDesc); - EXPECT_TRUE(asset != nullptr); - - Nv::Blast::Asset& assetInt = static_cast<Nv::Blast::Asset&>(*asset); - - NvBlastSupportGraph graph = NvBlastAssetGetSupportGraph(asset, nullptr); - - std::vector<float> supportChunkHealths(graph.nodeCount); - for (size_t i = 0; i < supportChunkHealths.size(); ++i) - { - supportChunkHealths[i] = 1.0f + (float)i; - } - - std::vector<float> bondHealths(assetInt.getBondCount()); - for (size_t i = 0; i < bondHealths.size(); ++i) - { - bondHealths[i] = 1.5f + (float)i; - } - - for (int chunkTestMode = 0; chunkTestMode < TestMode::Count; ++chunkTestMode) - { - for (int bondTestMode = 0; bondTestMode < TestMode::Count; ++bondTestMode) - { - NvBlastActorDesc actorDesc; - - switch (chunkTestMode) - { - default: - case TestMode::Uniform: - actorDesc.initialSupportChunkHealths = nullptr; - actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f; - break; - case TestMode::Nonuniform: - actorDesc.initialSupportChunkHealths = supportChunkHealths.data(); - break; - } - - switch (bondTestMode) - { - default: - case TestMode::Uniform: - actorDesc.initialBondHealths = nullptr; - actorDesc.uniformInitialBondHealth = 2.0f; - break; - case TestMode::Nonuniform: - actorDesc.initialBondHealths = bondHealths.data(); - break; - } - - void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog)); - NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, nullptr); - std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog)); - NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, scratch.data(), messageLog); - EXPECT_TRUE(actor != nullptr); - - Nv::Blast::Actor& actorInt = static_cast<Nv::Blast::Actor&>(*actor); - Nv::Blast::FamilyHeader* header = actorInt.getFamilyHeader(); - - - for (uint32_t i = 0; i < graph.nodeCount; ++i) - { - const uint32_t supportChunkIndex = graph.chunkIndices[i]; - for (Nv::Blast::Asset::DepthFirstIt it(assetInt, supportChunkIndex); (bool)it; ++it) - { - const uint32_t chunkIndex = (uint32_t)it; - const uint32_t lowerSupportIndex = assetInt.getContiguousLowerSupportIndex(chunkIndex); - NVBLAST_ASSERT(lowerSupportIndex < assetInt.getLowerSupportChunkCount()); - const float health = header->getLowerSupportChunkHealths()[lowerSupportIndex]; - switch (chunkTestMode) - { - default: - case TestMode::Uniform: - EXPECT_EQ(1.0f, health); - break; - case TestMode::Nonuniform: - EXPECT_EQ(supportChunkHealths[i], health); - break; - } - } - } - - for (uint32_t i = 0; i < assetInt.getBondCount(); ++i) - { - switch (bondTestMode) - { - default: - case TestMode::Uniform: - EXPECT_EQ(2.0f, header->getBondHealths()[i]); - break; - case TestMode::Nonuniform: - EXPECT_EQ(bondHealths[i], header->getBondHealths()[i]); - break; - } - } - - NvBlastActorDeactivate(actor, messageLog); - free(family); - } - } - - free(asset); - } -} - -TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestCounts) -{ - partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, false); -} - -TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestCounts) -{ - partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, false); -} - -TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestCounts) -{ - partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, true); -} - -TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestCounts) -{ - partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, true); -} - -TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestVisibility) -{ - partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false); -} - -TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestVisibility) -{ - partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false); -} - -TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestVisibility) -{ - partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true); -} - -TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestVisibility) -{ - partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true); -} - -TEST_F(ActorTestStrict, DamageLeafSupportActorsTestVisibility) -{ - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr); -} - -TEST_F(ActorTestStrict, DamageLeafSupportActorTestBlockSerialization) -{ - s_storage.resize(0); - damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockSerialize); - s_curr = 0; - damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockDeserialize); - s_storage.resize(0); -} - -TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationNewFamily) -{ - damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationNewFamily); -} - -TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationPartialBlock) -{ - damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationPartialBlock); -} - -TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationNewFamily) -{ - damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationNewFamily); -} - -TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationPartialBlock) -{ - damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationPartialBlock); -} - -TEST_F(ActorTestStrict, DamageMultipleIslandLeafSupportActorsTestVisibility) -{ - typedef CubeAssetGenerator::BondFlags BF; - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::Y_BONDS | BF::Z_BONDS); // Only connect y-z plane islands - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::Z_BONDS); // Only connect z-direction islands - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::NO_BONDS); // All support chunks disconnected (single-chunk islands) -} - -TEST_F(ActorTestStrict, DamageBoundToWorldLeafSupportActorsTestVisibility) -{ - typedef CubeAssetGenerator::BondFlags BF; - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_MINUS_WORLD_BONDS); - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::Y_PLUS_WORLD_BONDS); - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::Z_MINUS_WORLD_BONDS); - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_PLUS_WORLD_BONDS | BF::Y_MINUS_WORLD_BONDS); - damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_PLUS_WORLD_BONDS | BF::X_MINUS_WORLD_BONDS - | BF::Y_PLUS_WORLD_BONDS | BF::Y_MINUS_WORLD_BONDS - | BF::Z_PLUS_WORLD_BONDS | BF::Z_MINUS_WORLD_BONDS); -} +// 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.
+
+
+#include "BlastBaseTest.h"
+#include "AssetGenerator.h"
+
+#include <map>
+#include <algorithm>
+
+#include "NvBlastActor.h"
+#include "NvBlastExtDamageShaders.h"
+
+
+static bool chooseRandomGraphNodes(uint32_t* g, uint32_t count, const Nv::Blast::Actor& actor)
+{
+ const uint32_t graphNodeCount = actor.getGraphNodeCount();
+
+ if (graphNodeCount < count)
+ {
+ return false;
+ }
+
+ std::vector<uint32_t> graphNodeIndices(graphNodeCount);
+ uint32_t* index = graphNodeIndices.data();
+ for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i ; ++i)
+ {
+ *index++ = (uint32_t)i;
+ }
+ struct UserDataSorter
+ {
+ UserDataSorter(const Nv::Blast::Actor& actor) : m_asset(*actor.getAsset()) {}
+
+ bool operator () (uint32_t i0, uint32_t i1) const
+ {
+ const uint32_t c0 = m_asset.m_graph.getChunkIndices()[i0];
+ const uint32_t c1 = m_asset.m_graph.getChunkIndices()[i1];
+ if (Nv::Blast::isInvalidIndex(c0) || Nv::Blast::isInvalidIndex(c1))
+ {
+ return c0 < c1;
+ }
+ return m_asset.getChunks()[c0].userData < m_asset.getChunks()[c1].userData;
+ }
+
+ const Nv::Blast::Asset& m_asset;
+ } userDataSorter(actor);
+ std::sort(graphNodeIndices.data(), graphNodeIndices.data() + graphNodeCount, userDataSorter);
+
+#if 0
+ std::vector<uint32_t> descUserData(graphNodeCount);
+ for (uint32_t i = 0; i < graphNodeCount; ++i)
+ {
+ descUserData[i] = actor.getAsset()->m_chunks[actor.getAsset()->m_graph.m_chunkIndices[graphNodeIndices[i]]].userData;
+ }
+#endif
+
+ uint32_t t = 0;
+ uint32_t m = 0;
+ for (uint32_t i = 0; i < graphNodeCount && m < count; ++i, ++t)
+ {
+ NVBLAST_ASSERT(t < graphNodeCount);
+ if (t >= graphNodeCount)
+ {
+ break;
+ }
+ const float U = (float)rand()/RAND_MAX; // U is uniform random number in [0,1)
+ if ((graphNodeCount - t)*U < count - m)
+ {
+ g[m++] = graphNodeIndices[i];
+ }
+ }
+
+ return m == count;
+}
+
+
+static void blast(std::set<NvBlastActor*>& actorsToDamage, GeneratorAsset* testAsset, GeneratorAsset::Vec3 localPos, float minRadius, float maxRadius, float compressiveDamage)
+{
+ std::vector<NvBlastChunkFractureData> chunkEvents; /* num lower-support chunks + bonds */
+ std::vector<NvBlastBondFractureData> bondEvents; /* num lower-support chunks + bonds */
+ chunkEvents.resize(testAsset->solverChunks.size());
+ bondEvents.resize(testAsset->solverBonds.size());
+
+
+ std::vector<char> splitScratch;
+ std::vector<NvBlastActor*> newActorsBuffer(testAsset->solverChunks.size());
+
+ NvBlastExtRadialDamageDesc damage = {
+ compressiveDamage,
+ { localPos.x, localPos.y, localPos.z },
+ minRadius,
+ maxRadius
+ };
+
+ NvBlastExtProgramParams programParams =
+ {
+ &damage,
+ nullptr
+ };
+
+ NvBlastDamageProgram program = {
+ NvBlastExtFalloffGraphShader,
+ nullptr
+ };
+
+ size_t totalNewActorsCount = 0;
+ for (std::set<NvBlastActor*>::iterator k = actorsToDamage.begin(); k != actorsToDamage.end();)
+ {
+ NvBlastActor* actor = *k;
+ NvBlastFractureBuffers events = { static_cast<uint32_t>(bondEvents.size()), static_cast<uint32_t>(chunkEvents.size()), bondEvents.data(), chunkEvents.data() };
+
+ NvBlastActorGenerateFracture(&events, actor, program, &programParams, nullptr, nullptr);
+ NvBlastActorApplyFracture(&events, actor, &events, nullptr, nullptr);
+ const bool isDamaged = NvBlastActorIsSplitRequired(actor, nullptr);
+ bool removeActor = false;
+
+ if (events.bondFractureCount + events.chunkFractureCount > 0)
+ {
+ NvBlastActorSplitEvent splitEvent;
+ splitEvent.newActors = &newActorsBuffer.data()[totalNewActorsCount];
+ uint32_t newActorSize = (uint32_t)(newActorsBuffer.size() - totalNewActorsCount);
+
+ splitScratch.resize((size_t)NvBlastActorGetRequiredScratchForSplit(actor, nullptr));
+ const size_t newActorsCount = NvBlastActorSplit(&splitEvent, actor, newActorSize, splitScratch.data(), nullptr, nullptr);
+ EXPECT_TRUE(isDamaged || newActorsCount == 0);
+ totalNewActorsCount += newActorsCount;
+ removeActor = splitEvent.deletedActor != NULL;
+ }
+ else
+ {
+ EXPECT_FALSE(isDamaged);
+ }
+
+ if (removeActor)
+ {
+ k = actorsToDamage.erase(k);
+ }
+ else
+ {
+ ++k;
+ }
+ }
+
+ for (size_t i = 0; i < totalNewActorsCount; ++i)
+ {
+ actorsToDamage.insert(newActorsBuffer[i]);
+ }
+}
+
+
+template<int FailLevel, int Verbosity>
+class ActorTest : public BlastBaseTest<FailLevel, Verbosity>
+{
+public:
+ ActorTest()
+ {
+
+ }
+
+ static void messageLog(int type, const char* msg, const char* file, int line)
+ {
+ BlastBaseTest<FailLevel, Verbosity>::messageLog(type, msg, file, line);
+ }
+
+ static void* alloc(size_t size)
+ {
+ return BlastBaseTest<FailLevel, Verbosity>::alignedZeroedAlloc(size);
+ }
+
+ static void free(void* mem)
+ {
+ BlastBaseTest<FailLevel, Verbosity>::alignedFree(mem);
+ }
+
+ NvBlastAsset* buildAsset(const NvBlastAssetDesc& desc)
+ {
+ // fix desc if wrong order or missing coverage first
+ NvBlastAssetDesc fixedDesc = desc;
+ std::vector<NvBlastChunkDesc> chunkDescs(desc.chunkDescs, desc.chunkDescs + desc.chunkCount);
+ std::vector<NvBlastBondDesc> bondDescs(desc.bondDescs, desc.bondDescs + desc.bondCount);
+ std::vector<uint32_t> chunkReorderMap(desc.chunkCount);
+ std::vector<char> scratch(desc.chunkCount * sizeof(NvBlastChunkDesc));
+ NvBlastEnsureAssetExactSupportCoverage(chunkDescs.data(), fixedDesc.chunkCount, scratch.data(), messageLog);
+ NvBlastReorderAssetDescChunks(chunkDescs.data(), fixedDesc.chunkCount, bondDescs.data(), fixedDesc.bondCount, chunkReorderMap.data(), true, scratch.data(), messageLog);
+ fixedDesc.chunkDescs = chunkDescs.data();
+ fixedDesc.bondDescs = bondDescs.empty() ? nullptr : bondDescs.data();
+
+ // create asset
+ m_scratch.resize((size_t)NvBlastGetRequiredScratchForCreateAsset(&fixedDesc, messageLog));
+ void* mem = alloc(NvBlastGetAssetMemorySize(&fixedDesc, messageLog));
+ NvBlastAsset* asset = NvBlastCreateAsset(mem, &fixedDesc, m_scratch.data(), messageLog);
+ EXPECT_TRUE(asset != nullptr);
+ return asset;
+ }
+
+ void buildAssets()
+ {
+ m_assets.resize(getAssetDescCount());
+ for (uint32_t i = 0; i < m_assets.size(); ++i)
+ {
+ m_assets[i] = buildAsset(g_assetDescs[i]);
+ }
+ }
+
+ NvBlastActor* instanceActor(const NvBlastAsset& asset)
+ {
+ NvBlastActorDesc actorDesc;
+ actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(&asset, nullptr));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, &asset, nullptr);
+ std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, scratch.data(), messageLog);
+ EXPECT_TRUE(actor != nullptr);
+ return actor;
+ }
+
+ void instanceActors()
+ {
+ m_actors.resize(m_assets.size());
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ m_actors[i] = instanceActor(*m_assets[i]);
+ }
+ }
+
+ void releaseActors()
+ {
+ for (uint32_t i = 0; i < m_actors.size(); ++i)
+ {
+ NvBlastFamily* family = NvBlastActorGetFamily(m_actors[i], messageLog);
+
+ const bool actorReleaseResult = NvBlastActorDeactivate(m_actors[i], messageLog);
+ EXPECT_TRUE(actorReleaseResult);
+
+ free(family);
+ }
+ }
+
+ void destroyAssets()
+ {
+ for (uint32_t i = 0; i < m_assets.size(); ++i)
+ {
+ free(m_assets[i]);
+ }
+ }
+
+ void instanceAndPartitionRecursively
+ (
+ const NvBlastAsset& asset,
+ bool partitionToSubsupport,
+ void (*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void (*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool)
+ )
+ {
+ const Nv::Blast::Asset& solverAsset = *static_cast<const Nv::Blast::Asset*>(&asset);
+
+ std::vector<Nv::Blast::Actor*> actors;
+ std::vector<Nv::Blast::Actor*> buffer(NvBlastAssetGetChunkCount(&asset, messageLog));
+
+ // Instance the first actor from the asset
+ actors.push_back(static_cast<Nv::Blast::Actor*>(instanceActor(asset)));
+
+ NvBlastFamily* family = NvBlastActorGetFamily(actors[0], messageLog);
+
+ const uint32_t supportChunkCount = NvBlastAssetGetSupportChunkCount(&asset, messageLog);
+ const uint32_t leafChunkCount = actors[0]->getAsset()->m_leafChunkCount;
+
+ // Now randomly partition the actors in the array, and keep going until we're down to single support chunks
+ bool canFracture = true;
+
+ while (canFracture)
+ {
+ canFracture = false;
+
+ for (uint32_t actorToPartition = 0; actorToPartition < actors.size(); ++actorToPartition)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[actorToPartition];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ m_scratch.reserve((size_t)NvBlastActorGetRequiredScratchForSplit(a, messageLog));
+
+ if (preSplitTest)
+ {
+ preSplitTest(*a, nullptr);
+ }
+
+ const bool singleLowerSupportChunk = a->getGraphNodeCount() <= 1;
+ uint32_t newActorCount = 0;
+
+ for (int damageNum = 0; newActorCount < 2 && damageNum < 100; ++damageNum) // Avoid infinite loops
+ {
+ if (!singleLowerSupportChunk)
+ {
+ uint32_t g[2];
+ chooseRandomGraphNodes(g, 2, *a);
+ const uint32_t bondIndex = solverAsset.m_graph.findBond(g[0], g[1]);
+ if (bondIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ a->damageBond(g[0], g[1], bondIndex, 100.0f);
+ a->findIslands(m_scratch.data());
+ }
+ }
+ else
+ if (!partitionToSubsupport)
+ {
+ continue;
+ }
+
+ // Split actor
+ newActorCount = a->partition((Nv::Blast::Actor**)&buffer[0], (uint32_t)buffer.size(), messageLog);
+
+ if (newActorCount >= 2)
+ {
+ actors[actorToPartition] = nullptr;
+ }
+ }
+
+ if (newActorCount > 1)
+ {
+ canFracture = true;
+ }
+
+ for (uint32_t i = 0; i < newActorCount; ++i)
+ {
+ actors.push_back(buffer[i]);
+ buffer[i]->updateVisibleChunksFromGraphNodes();
+ }
+ }
+ }
+
+ if (postSplitTest)
+ {
+ postSplitTest(actors, leafChunkCount, supportChunkCount, partitionToSubsupport);
+ }
+
+ for (auto actor : actors)
+ {
+ if (actor)
+ actor->release();
+ }
+
+ free(family);
+ }
+
+ static void recursivePartitionPostSplitTestCounts(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport)
+ {
+ // Test to see that all actors are split down to single support chunks
+ uint32_t remainingActorCount = 0;
+ for (uint32_t i = 0; i < actors.size(); ++i)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ ++remainingActorCount;
+
+ NVBLAST_ASSERT(1 == a->getVisibleChunkCount() || a->isBoundToWorld());
+ EXPECT_TRUE(1 == a->getVisibleChunkCount() || a->isBoundToWorld());
+ if (!partitionToSubsupport)
+ {
+ EXPECT_EQ(1, a->getGraphNodeCount());
+ }
+
+ if (0 == a->getVisibleChunkCount())
+ {
+ EXPECT_TRUE(a->isBoundToWorld());
+ EXPECT_EQ(1, a->getGraphNodeCount());
+ EXPECT_EQ(a->getFamilyHeader()->m_asset->m_graph.m_nodeCount - 1, a->getFirstGraphNodeIndex());
+ --remainingActorCount; // Do not count this as a remaining actor, to be compared with leaf or support chunk counts later
+ }
+
+ const bool actorReleaseResult = NvBlastActorDeactivate(actors[i], nullptr);
+ EXPECT_TRUE(actorReleaseResult);
+ }
+
+ if (partitionToSubsupport)
+ {
+ EXPECT_EQ(leafChunkCount, remainingActorCount);
+ }
+ else
+ {
+ EXPECT_EQ(supportChunkCount, remainingActorCount);
+ }
+ }
+
+ static void testActorVisibleChunks(const Nv::Blast::Actor& actor, NvBlastLog)
+ {
+ const Nv::Blast::Asset& asset = *actor.getAsset();
+ const NvBlastChunk* chunks = asset.getChunks();
+
+ if (actor.isSubSupportChunk())
+ {
+ EXPECT_EQ(1, actor.getVisibleChunkCount());
+
+ const uint32_t firstVisibleChunkIndex = (uint32_t)Nv::Blast::Actor::VisibleChunkIt(actor);
+
+ EXPECT_EQ(actor.getIndex() - asset.m_graph.m_nodeCount, firstVisibleChunkIndex - asset.m_firstSubsupportChunkIndex);
+
+ // Make sure the visible chunk is subsupport
+ // Array of support flags
+ std::vector<bool> isSupport(asset.m_chunkCount, false);
+ for (uint32_t i = 0; i < asset.m_graph.m_nodeCount; ++i)
+ {
+ const uint32_t chunkIndex = asset.m_graph.getChunkIndices()[i];
+ if (!Nv::Blast::isInvalidIndex(chunkIndex))
+ {
+ isSupport[chunkIndex] = true;
+ }
+ }
+
+ // Climb hierarchy to find support chunk
+ uint32_t chunkIndex = firstVisibleChunkIndex;
+ while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ if (isSupport[chunkIndex])
+ {
+ break;
+ }
+ chunkIndex = chunks[chunkIndex].parentChunkIndex;
+ }
+
+ EXPECT_FALSE(Nv::Blast::isInvalidIndex(chunkIndex));
+ }
+ else
+ {
+ // Array of visibility flags
+ std::vector<bool> isVisible(asset.m_chunkCount, false);
+ for (Nv::Blast::Actor::VisibleChunkIt i = actor; (bool)i; ++i)
+ {
+ isVisible[(uint32_t)i] = true;
+ }
+
+ // Mark visible nodes representing graph chunks
+ std::vector<bool> visibleChunkFound(asset.m_chunkCount, false);
+
+ // Make sure every graph chunk is represented by a visible chunk, or represents the world
+ for (Nv::Blast::Actor::GraphNodeIt i = actor; (bool)i; ++i)
+ {
+ const uint32_t graphNodeIndex = (uint32_t)i;
+ uint32_t chunkIndex = asset.m_graph.getChunkIndices()[graphNodeIndex];
+ // Climb hierarchy to find visible chunk
+ while (chunkIndex != Nv::Blast::invalidIndex<uint32_t>())
+ {
+ // Check that chunk owners are accurate
+ EXPECT_EQ(actor.getIndex(), actor.getFamilyHeader()->getChunkActorIndices()[chunkIndex]);
+ if (isVisible[chunkIndex])
+ {
+ visibleChunkFound[chunkIndex] = true;
+ break;
+ }
+ chunkIndex = chunks[chunkIndex].parentChunkIndex;
+ }
+ EXPECT_TRUE(!Nv::Blast::isInvalidIndex(chunkIndex) || (graphNodeIndex == asset.m_graph.m_nodeCount-1 && actor.isBoundToWorld()));
+ }
+
+ // Check that all visible chunks are accounted for
+ for (uint32_t i = 0; i < asset.m_chunkCount; ++i)
+ {
+ EXPECT_EQ(visibleChunkFound[i], isVisible[i]);
+ }
+
+ // Make sure that, if all siblings are intact, they are invisible
+ for (uint32_t i = 0; i < asset.m_chunkCount; ++i)
+ {
+ bool allIntact = true;
+ bool noneVisible = true;
+ if (chunks[i].firstChildIndex < asset.getUpperSupportChunkCount()) // Do not check subsupport
+ {
+ for (uint32_t j = chunks[i].firstChildIndex; j < chunks[i].childIndexStop; ++j)
+ {
+ allIntact = allIntact && actor.getFamilyHeader()->getChunkActorIndices()[j] == actor.getIndex();
+ noneVisible = noneVisible && !isVisible[j];
+ }
+ EXPECT_TRUE(!allIntact || noneVisible);
+ }
+ }
+ }
+ }
+
+ static void recursivePartitionPostSplitTestVisibleChunks(const std::vector<Nv::Blast::Actor*>& actors, uint32_t leafChunkCount, uint32_t supportChunkCount, bool partitionToSubsupport)
+ {
+ for (uint32_t i = 0; i < actors.size(); ++i)
+ {
+ Nv::Blast::Actor* a = (Nv::Blast::Actor*)actors[i];
+ if (a == nullptr)
+ {
+ continue;
+ }
+
+ testActorVisibleChunks(*a, nullptr);
+ }
+ }
+
+ void partitionActorsToSupportChunks
+ (
+ uint32_t assetDescCount,
+ const NvBlastAssetDesc* assetDescs,
+ void(*preSplitTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void(*postSplitTest)(const std::vector<Nv::Blast::Actor*>&, uint32_t, uint32_t, bool),
+ bool partitionToSubsupport
+ )
+ {
+ srand(0);
+
+ for (uint32_t i = 0; i < assetDescCount; ++i)
+ {
+ // Create an asset
+ NvBlastAsset* asset = buildAsset(assetDescs[i]);
+
+ // Perform repeated partitioning
+ instanceAndPartitionRecursively(*asset, partitionToSubsupport, preSplitTest, postSplitTest);
+
+ // Free the asset
+ free(asset);
+ }
+ }
+
+ static void compareFamilies(const NvBlastFamily* family1, const NvBlastFamily* family2, size_t size, NvBlastLog logFn)
+ {
+ const char* block1 = reinterpret_cast<const char*>(family1);
+ const char* block2 = reinterpret_cast<const char*>(family2);
+#if 0
+ EXPECT_EQ(0, memcmp(block1, block2, size));
+#else
+ bool diffFound = false;
+ size_t startDiff = 0;
+ for (size_t i = 0; i < size; ++i)
+ {
+ if (block1[i] != block2[i])
+ {
+ diffFound = true;
+ startDiff = i;
+ break;
+ }
+ }
+ if (!diffFound)
+ {
+ return;
+ }
+ size_t endDiff = startDiff;
+ for (size_t i = size; i--;)
+ {
+ if (block1[i] != block2[i])
+ {
+ endDiff = i;
+ break;
+ }
+ }
+ std::ostringstream msg;
+ msg << "Block deserialization does not match current block in position range [" << startDiff << ", " << endDiff << "].";
+ logFn(NvBlastMessage::Error, msg.str().c_str(), __FILE__, __LINE__);
+#endif
+ }
+
+ static void testActorBlockSerialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size())
+ {
+ const NvBlastFamily* family = NvBlastActorGetFamily(actors[0], logFn);
+ const uint32_t size = NvBlastFamilyGetSize(family, logFn);
+ s_storage.insert(s_storage.end(), (char*)family, (char*)family + size);
+ }
+ }
+
+ static void testActorBlockDeserialize(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size())
+ {
+ EXPECT_LT(s_curr, s_storage.size());
+ const NvBlastFamily* family = reinterpret_cast<NvBlastFamily*>(&s_storage[s_curr]);
+ const uint32_t size = NvBlastFamilyGetSize(family, logFn);
+ EXPECT_LE(s_curr + size, s_storage.size());
+ s_curr += size;
+ const NvBlastFamily* actorFamily = NvBlastActorGetFamily(actors[0], logFn);
+ // Family may contain different assets pointers, copy into new family block and set the same asset before comparing
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+ std::vector<char> storageFamilyCopy((char*)family, (char*)family + size);
+ NvBlastFamily* storageFamily = reinterpret_cast<NvBlastFamily*>(storageFamilyCopy.data());
+ NvBlastFamilySetAsset(storageFamily, solverAsset, logFn);
+ {
+ const uint32_t actorCountExpected = NvBlastFamilyGetActorCount(storageFamily, logFn);
+ std::vector<NvBlastActor*> blockActors(actorCountExpected);
+ const uint32_t actorCountReturned = NvBlastFamilyGetActors(blockActors.data(), actorCountExpected, storageFamily, logFn);
+ EXPECT_EQ(actorCountExpected, actorCountReturned);
+ }
+ compareFamilies(storageFamily, actorFamily, size, logFn);
+ }
+ }
+
+ // Serialize all actors and then deserialize back into a new family in a random order, and compare with the original family
+ static void testActorSerializationNewFamily(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size() == 0)
+ {
+ return;
+ }
+
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+
+ const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn);
+
+ std::vector< std::vector<char> > streams(actors.size());
+ for (size_t i = 0; i < actors.size(); ++i)
+ {
+ const uint32_t serSize = NvBlastActorGetSerializationSize(actors[i], logFn);
+ EXPECT_GE(serSizeBound, serSize);
+ std::vector<char>& stream = streams[i];
+ stream.resize(serSize);
+ const uint32_t bytesWritten = NvBlastActorSerialize(stream.data(), serSize, actors[i], logFn);
+ EXPECT_EQ(serSize, bytesWritten);
+ }
+
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(solverAsset, logFn));
+ NvBlastFamily* newFamily = NvBlastAssetCreateFamily(fmem, solverAsset, logFn);
+
+ std::vector<size_t> order(actors.size());
+ for (size_t i = 0; i < order.size(); ++i)
+ {
+ order[i] = i;
+ }
+ std::random_shuffle(order.begin(), order.end());
+
+ for (size_t i = 0; i < actors.size(); ++i)
+ {
+ NvBlastActor* newActor = NvBlastFamilyDeserializeActor(newFamily, streams[order[i]].data(), logFn);
+ EXPECT_TRUE(newActor != nullptr);
+ }
+
+ const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn);
+ compareFamilies(oldFamily, newFamily, NvBlastFamilyGetSize(oldFamily, logFn), logFn);
+
+ free(newFamily);
+ }
+
+ // Copy the family and then serialize some subset of actors, deleting them afterwards.
+ // Then, deserialize back into the block and compare the original and new families.
+ static void testActorSerializationPartialBlock(std::vector<NvBlastActor*>& actors, NvBlastLog logFn)
+ {
+ if (actors.size() <= 1)
+ {
+ return;
+ }
+
+ Nv::Blast::Actor& a = *static_cast<Nv::Blast::Actor*>(actors[0]);
+ const Nv::Blast::Asset* solverAsset = a.getAsset();
+
+ const NvBlastFamily* oldFamily = NvBlastActorGetFamily(&a, logFn);
+ const uint32_t size = NvBlastFamilyGetSize(oldFamily, logFn);
+ std::vector<char> buffer((char*)oldFamily, (char*)oldFamily + size);
+ NvBlastFamily* familyCopy = reinterpret_cast<NvBlastFamily*>(buffer.data());
+
+ const uint32_t serCount = 1 + (rand() % actors.size() - 1);
+
+ const uint32_t actorCount = NvBlastFamilyGetActorCount(familyCopy, logFn);
+ std::vector<NvBlastActor*> actorsRemaining(actorCount);
+ const uint32_t actorsInFamily = NvBlastFamilyGetActors(&actorsRemaining[0], actorCount, familyCopy, logFn);
+ EXPECT_EQ(actorCount, actorsInFamily);
+
+ const uint32_t serSizeBound = NvBlastAssetGetActorSerializationSizeUpperBound(solverAsset, logFn);
+
+ std::vector< std::vector<char> > streams(serCount);
+ for (uint32_t i = 0; i < serCount; ++i)
+ {
+ std::vector<char>& stream = streams[i];
+ const uint32_t indexToStream = rand() % actorsRemaining.size();
+ NvBlastActor* actorToStream = actorsRemaining[indexToStream];
+ std::swap(actorsRemaining[indexToStream], actorsRemaining[actorsRemaining.size() - 1]);
+ actorsRemaining.pop_back();
+ const uint32_t serSize = NvBlastActorGetSerializationSize(actorToStream, logFn);
+ EXPECT_GE(serSizeBound, serSize);
+ stream.resize(serSize);
+ const uint32_t bytesWritten = NvBlastActorSerialize(&stream[0], serSize, actorToStream, logFn);
+ EXPECT_EQ(serSize, bytesWritten);
+ NvBlastActorDeactivate(actorToStream, logFn);
+ }
+
+ for (uint32_t i = 0; i < serCount; ++i)
+ {
+ NvBlastActor* newActor = NvBlastFamilyDeserializeActor(familyCopy, streams[i].data(), logFn);
+ EXPECT_TRUE(newActor != nullptr);
+ }
+
+ compareFamilies(oldFamily, familyCopy, size, logFn);
+ }
+
+ void damageLeafSupportActors
+ (
+ uint32_t assetCount,
+ uint32_t familyCount,
+ uint32_t damageCount,
+ bool simple,
+ void (*actorTest)(const Nv::Blast::Actor&, NvBlastLog),
+ void (*postDamageTest)(std::vector<NvBlastActor*>&, NvBlastLog),
+ CubeAssetGenerator::BondFlags bondFlags = CubeAssetGenerator::BondFlags::ALL_INTERNAL_BONDS
+ )
+ {
+ const float relativeDamageRadius = simple ? 0.75f : 0.2f;
+ const float compressiveDamage = 1.0f;
+ const uint32_t minChunkCount = simple ? 9 : 100;
+ const uint32_t maxChunkCount = simple ? 9 : 10000;
+ const bool printActorCount = false;
+
+ srand(0);
+
+ std::cout << "Asset # (out of " << assetCount << "): ";
+ for (uint32_t assetNum = 0; assetNum < assetCount; ++assetNum)
+ {
+ std::cout << assetNum + 1 << ".. ";
+ CubeAssetGenerator::Settings settings;
+ settings.extents = GeneratorAsset::Vec3(1, 1, 1);
+ settings.bondFlags = bondFlags;
+ CubeAssetGenerator::DepthInfo depthInfo;
+ depthInfo.slicesPerAxis = GeneratorAsset::Vec3(1, 1, 1);
+ depthInfo.flag = NvBlastChunkDesc::Flags::NoFlags;
+ settings.depths.push_back(depthInfo);
+ uint32_t chunkCount = 1;
+ while (chunkCount < minChunkCount)
+ {
+ uint32_t chunkMul;
+ do
+ {
+ depthInfo.slicesPerAxis = simple ? GeneratorAsset::Vec3(2, 2, 2) : GeneratorAsset::Vec3((float)(1 + rand() % 4), (float)(1 + rand() % 4), (float)(1 + rand() % 4));
+ chunkMul = (uint32_t)(depthInfo.slicesPerAxis.x * depthInfo.slicesPerAxis.y * depthInfo.slicesPerAxis.z);
+ } while (chunkMul == 1);
+ if (chunkCount*chunkMul > maxChunkCount)
+ {
+ break;
+ }
+ chunkCount *= chunkMul;
+ settings.depths.push_back(depthInfo);
+ settings.extents = settings.extents * depthInfo.slicesPerAxis;
+ }
+ settings.depths.back().flag = NvBlastChunkDesc::SupportFlag; // Leaves are support
+
+ // Make largest direction unit size
+ settings.extents = settings.extents * (1.0f / std::max(settings.extents.x, std::max(settings.extents.y, settings.extents.z)));
+
+ // Create asset
+ GeneratorAsset testAsset;
+ CubeAssetGenerator::generate(testAsset, settings);
+
+ NvBlastAssetDesc desc;
+ desc.chunkDescs = testAsset.solverChunks.data();
+ desc.chunkCount = (uint32_t)testAsset.solverChunks.size();
+ desc.bondDescs = testAsset.solverBonds.data();
+ desc.bondCount = (uint32_t)testAsset.solverBonds.size();
+ NvBlastAsset* asset = buildAsset(desc);
+ NvBlastID assetID = NvBlastAssetGetID(asset, messageLog);
+
+ // copy asset (for setAsset testing)
+ const char* data = (const char*)asset;
+ const uint32_t dataSize = NvBlastAssetGetSize(asset, messageLog);
+ char* duplicateData = (char*)alloc(dataSize);
+ memcpy(duplicateData, data, dataSize);
+ NvBlastAsset* assetDuplicate = (NvBlastAsset*)duplicateData;
+
+ // Generate families
+ for (uint32_t familyNum = 0; familyNum < familyCount; ++familyNum)
+ {
+ // family
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, messageLog); // Using zeroingAlloc in case actorTest compares memory blocks
+ NvBlastID id = NvBlastFamilyGetAssetID(family, messageLog);
+ EXPECT_TRUE(!memcmp(&assetID, &id, sizeof(NvBlastID)));
+ if (rand() % 2 == 0)
+ {
+ // replace asset with duplicate in half of cases to test setAsset
+ NvBlastFamilySetAsset(family, assetDuplicate, messageLog);
+ NvBlastID id2 = NvBlastFamilyGetAssetID(family, messageLog);
+ EXPECT_TRUE(!memcmp(&assetID, &id2, sizeof(NvBlastID)));
+ }
+
+ // actor
+ NvBlastActorDesc actorDesc;
+ actorDesc.initialBondHealths = actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ m_scratch.resize((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, m_scratch.data(), messageLog);
+ EXPECT_TRUE(actor != nullptr);
+
+ // Generate damage
+ std::set<NvBlastActor*> actors;
+ actors.insert(actor);
+ if (printActorCount) std::cout << "Actors: 1.. ";
+ for (uint32_t damageNum = 0; damageNum < damageCount; ++damageNum)
+ {
+ GeneratorAsset::Vec3 localPos = settings.extents*GeneratorAsset::Vec3((float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f, (float)rand() / RAND_MAX - 0.5f);
+ blast(actors, &testAsset, localPos, relativeDamageRadius, relativeDamageRadius*1.2f, compressiveDamage);
+ if (printActorCount) std::cout << actors.size() << ".. ";
+ if (actors.size() > 0)
+ {
+ const NvBlastFamily* family = NvBlastActorGetFamily(*actors.begin(), messageLog);
+ const uint32_t actorCount = NvBlastFamilyGetActorCount(family, messageLog);
+ EXPECT_EQ((uint32_t)actors.size(), actorCount);
+ if ((uint32_t)actors.size() == actorCount)
+ {
+ std::vector<NvBlastActor*> buffer1(actorCount);
+ const uint32_t actorsWritten = NvBlastFamilyGetActors(&buffer1[0], actorCount, family, messageLog);
+ EXPECT_EQ(actorsWritten, actorCount);
+ std::vector<NvBlastActor*> buffer2(actors.begin(), actors.end());
+ EXPECT_EQ(0, memcmp(&buffer1[0], buffer2.data(), actorCount*sizeof(NvBlastActor*)));
+ }
+ }
+ // Test individual actors
+ if (actorTest != nullptr)
+ {
+ for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k)
+ {
+ actorTest(*static_cast<Nv::Blast::Actor*>(*k), messageLog);
+ }
+ }
+ }
+ if (printActorCount) std::cout << "\n";
+
+ // Test fractured actor set
+ if (postDamageTest)
+ {
+ std::vector<NvBlastActor*> actorArray(actors.begin(), actors.end());
+ postDamageTest(actorArray, messageLog);
+ }
+
+ // Release remaining actors
+ for (std::set<NvBlastActor*>::iterator k = actors.begin(); k != actors.end(); ++k)
+ {
+ NvBlastActorDeactivate(*k, messageLog);
+ }
+ actors.clear();
+
+ free(family);
+ }
+
+ // Release asset data
+ free(asset);
+ free(assetDuplicate);
+ }
+ std::cout << "done.\n";
+ }
+
+ std::vector<NvBlastAsset*> m_assets;
+ std::vector<NvBlastActor*> m_actors;
+ std::vector<char> m_scratch;
+ static std::vector<char> s_storage;
+
+ static size_t s_curr;
+};
+
+// Static values
+template<int FailLevel, int Verbosity>
+std::vector<char> ActorTest<FailLevel, Verbosity>::s_storage;
+
+template<int FailLevel, int Verbosity>
+size_t ActorTest<FailLevel, Verbosity>::s_curr;
+
+// Specializations
+typedef ActorTest<NvBlastMessage::Error, 1> ActorTestAllowWarnings;
+typedef ActorTest<NvBlastMessage::Warning, 1> ActorTestStrict;
+
+// Tests
+TEST_F(ActorTestStrict, InstanceActors)
+{
+ // Build assets and instance actors
+ buildAssets();
+ instanceActors();
+
+ // Release actors and destroy assets
+ releaseActors();
+ destroyAssets();
+}
+
+TEST_F(ActorTestAllowWarnings, ActorHealthInitialization)
+{
+ // Test all assets
+ std::vector<NvBlastAssetDesc> assetDescs;
+ assetDescs.insert(assetDescs.end(), g_assetDescs, g_assetDescs + getAssetDescCount());
+ assetDescs.insert(assetDescs.end(), g_assetDescsMissingCoverage, g_assetDescsMissingCoverage + getAssetDescMissingCoverageCount());
+
+ struct TestMode
+ {
+ enum Enum
+ {
+ Uniform,
+ Nonuniform,
+
+ Count
+ };
+ };
+
+ for (auto assetDesc : assetDescs)
+ {
+ NvBlastAsset* asset = buildAsset(assetDesc);
+ EXPECT_TRUE(asset != nullptr);
+
+ Nv::Blast::Asset& assetInt = static_cast<Nv::Blast::Asset&>(*asset);
+
+ NvBlastSupportGraph graph = NvBlastAssetGetSupportGraph(asset, nullptr);
+
+ std::vector<float> supportChunkHealths(graph.nodeCount);
+ for (size_t i = 0; i < supportChunkHealths.size(); ++i)
+ {
+ supportChunkHealths[i] = 1.0f + (float)i;
+ }
+
+ std::vector<float> bondHealths(assetInt.getBondCount());
+ for (size_t i = 0; i < bondHealths.size(); ++i)
+ {
+ bondHealths[i] = 1.5f + (float)i;
+ }
+
+ for (int chunkTestMode = 0; chunkTestMode < TestMode::Count; ++chunkTestMode)
+ {
+ for (int bondTestMode = 0; bondTestMode < TestMode::Count; ++bondTestMode)
+ {
+ NvBlastActorDesc actorDesc;
+
+ switch (chunkTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ actorDesc.initialSupportChunkHealths = nullptr;
+ actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ break;
+ case TestMode::Nonuniform:
+ actorDesc.initialSupportChunkHealths = supportChunkHealths.data();
+ break;
+ }
+
+ switch (bondTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ actorDesc.initialBondHealths = nullptr;
+ actorDesc.uniformInitialBondHealth = 2.0f;
+ break;
+ case TestMode::Nonuniform:
+ actorDesc.initialBondHealths = bondHealths.data();
+ break;
+ }
+
+ void* fmem = alloc(NvBlastAssetGetFamilyMemorySize(asset, messageLog));
+ NvBlastFamily* family = NvBlastAssetCreateFamily(fmem, asset, nullptr);
+ std::vector<char> scratch((size_t)NvBlastFamilyGetRequiredScratchForCreateFirstActor(family, messageLog));
+ NvBlastActor* actor = NvBlastFamilyCreateFirstActor(family, &actorDesc, scratch.data(), messageLog);
+ EXPECT_TRUE(actor != nullptr);
+
+ Nv::Blast::Actor& actorInt = static_cast<Nv::Blast::Actor&>(*actor);
+ Nv::Blast::FamilyHeader* header = actorInt.getFamilyHeader();
+
+
+ for (uint32_t i = 0; i < graph.nodeCount; ++i)
+ {
+ const uint32_t supportChunkIndex = graph.chunkIndices[i];
+ for (Nv::Blast::Asset::DepthFirstIt it(assetInt, supportChunkIndex); (bool)it; ++it)
+ {
+ const uint32_t chunkIndex = (uint32_t)it;
+ const uint32_t lowerSupportIndex = assetInt.getContiguousLowerSupportIndex(chunkIndex);
+ NVBLAST_ASSERT(lowerSupportIndex < assetInt.getLowerSupportChunkCount());
+ const float health = header->getLowerSupportChunkHealths()[lowerSupportIndex];
+ switch (chunkTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ EXPECT_EQ(1.0f, health);
+ break;
+ case TestMode::Nonuniform:
+ EXPECT_EQ(supportChunkHealths[i], health);
+ break;
+ }
+ }
+ }
+
+ for (uint32_t i = 0; i < assetInt.getBondCount(); ++i)
+ {
+ switch (bondTestMode)
+ {
+ default:
+ case TestMode::Uniform:
+ EXPECT_EQ(2.0f, header->getBondHealths()[i]);
+ break;
+ case TestMode::Nonuniform:
+ EXPECT_EQ(bondHealths[i], header->getBondHealths()[i]);
+ break;
+ }
+ }
+
+ NvBlastActorDeactivate(actor, messageLog);
+ free(family);
+ }
+ }
+
+ free(asset);
+ }
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, false);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, false);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, nullptr, recursivePartitionPostSplitTestCounts, true);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestCounts)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, nullptr, recursivePartitionPostSplitTestCounts, true);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToSupportChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToSupportChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, false);
+}
+
+TEST_F(ActorTestStrict, PartitionActorsToLeafChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescCount(), g_assetDescs, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true);
+}
+
+TEST_F(ActorTestAllowWarnings, PartitionActorsFromBadDescriptorsToLeafChunksTestVisibility)
+{
+ partitionActorsToSupportChunks(getAssetDescMissingCoverageCount(), g_assetDescsMissingCoverage, testActorVisibleChunks, recursivePartitionPostSplitTestVisibleChunks, true);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorsTestVisibility)
+{
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestBlockSerialization)
+{
+ s_storage.resize(0);
+ damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockSerialize);
+ s_curr = 0;
+ damageLeafSupportActors(4, 4, 5, false, nullptr, testActorBlockDeserialize);
+ s_storage.resize(0);
+}
+
+TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationNewFamily)
+{
+ damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationNewFamily);
+}
+
+TEST_F(ActorTestStrict, DamageSimpleLeafSupportActorTestActorSerializationPartialBlock)
+{
+ damageLeafSupportActors(1, 1, 4, true, nullptr, testActorSerializationPartialBlock);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationNewFamily)
+{
+ damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationNewFamily);
+}
+
+TEST_F(ActorTestStrict, DamageLeafSupportActorTestActorSerializationPartialBlock)
+{
+ damageLeafSupportActors(4, 4, 4, false, nullptr, testActorSerializationPartialBlock);
+}
+
+TEST_F(ActorTestStrict, DamageMultipleIslandLeafSupportActorsTestVisibility)
+{
+ typedef CubeAssetGenerator::BondFlags BF;
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::Y_BONDS | BF::Z_BONDS); // Only connect y-z plane islands
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::Z_BONDS); // Only connect z-direction islands
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::NO_BONDS); // All support chunks disconnected (single-chunk islands)
+}
+
+TEST_F(ActorTestStrict, DamageBoundToWorldLeafSupportActorsTestVisibility)
+{
+ typedef CubeAssetGenerator::BondFlags BF;
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_MINUS_WORLD_BONDS);
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::Y_PLUS_WORLD_BONDS);
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::Z_MINUS_WORLD_BONDS);
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_PLUS_WORLD_BONDS | BF::Y_MINUS_WORLD_BONDS);
+ damageLeafSupportActors(4, 4, 5, false, testActorVisibleChunks, nullptr, BF::ALL_INTERNAL_BONDS | BF::X_PLUS_WORLD_BONDS | BF::X_MINUS_WORLD_BONDS
+ | BF::Y_PLUS_WORLD_BONDS | BF::Y_MINUS_WORLD_BONDS
+ | BF::Z_PLUS_WORLD_BONDS | BF::Z_MINUS_WORLD_BONDS);
+}
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