diff options
Diffstat (limited to 'NvBlast/shared')
| -rw-r--r-- | NvBlast/shared/utils/AssetGenerator.cpp | 125 | ||||
| -rw-r--r-- | NvBlast/shared/utils/AssetGenerator.h | 99 |
2 files changed, 224 insertions, 0 deletions
diff --git a/NvBlast/shared/utils/AssetGenerator.cpp b/NvBlast/shared/utils/AssetGenerator.cpp new file mode 100644 index 0000000..33d996a --- /dev/null +++ b/NvBlast/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/NvBlast/shared/utils/AssetGenerator.h b/NvBlast/shared/utils/AssetGenerator.h new file mode 100644 index 0000000..1dab608 --- /dev/null +++ b/NvBlast/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 |