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diff --git a/NvBlast/shared/utils/AssetGenerator.h b/NvBlast/shared/utils/AssetGenerator.h
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+/*
+* 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