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-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Materials.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Materials/CubeMaterial.mat254
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Materials/CubeMaterial.mat.meta16
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Materials/HitToolMaterial.mat256
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Materials/HitToolMaterial.mat.meta16
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs82
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs40
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs1174
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dllbin239616 -> 239616 bytes
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll.meta136
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtCommonDEBUG_x64.dllbin54272 -> 54272 bytes
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtCommonDEBUG_x64.dll.meta108
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtShadersDEBUG_x64.dllbin61952 -> 61952 bytes
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtShadersDEBUG_x64.dll.meta136
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtUtilsDEBUG_x64.dllbin99328 -> 99328 bytes
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastExtUtilsDEBUG_x64.dll.meta108
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Resources.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Resources/CubePrefab.prefab188
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Resources/CubePrefab.prefab.meta16
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scenes.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scenes/Test.unity904
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scenes/Test.unity.meta16
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts.meta18
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs366
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/CubeFamily.cs402
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/CubeFamily.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/Demo.cs240
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/Demo.cs.meta24
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/FreeCamera.cs122
-rwxr-xr-x[-rw-r--r--]examples/UnityExample/Assets/Scripts/FreeCamera.cs.meta24
37 files changed, 2437 insertions, 2437 deletions
diff --git a/examples/UnityExample/Assets/Materials.meta b/examples/UnityExample/Assets/Materials.meta
index df23794..784a85f 100644..100755
--- a/examples/UnityExample/Assets/Materials.meta
+++ b/examples/UnityExample/Assets/Materials.meta
@@ -1,9 +1,9 @@
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+licenseType: Free
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diff --git a/examples/UnityExample/Assets/Materials/CubeMaterial.mat b/examples/UnityExample/Assets/Materials/CubeMaterial.mat
index d5b3782..09d453c 100644..100755
--- a/examples/UnityExample/Assets/Materials/CubeMaterial.mat
+++ b/examples/UnityExample/Assets/Materials/CubeMaterial.mat
@@ -1,127 +1,127 @@
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- m_Colors:
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- name: _Color
- second: {r: 1, g: 1, b: 1, a: 1}
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- second: {r: 0, g: 0, b: 0, a: 1}
+%YAML 1.1
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+ m_PrefabParentObject: {fileID: 0}
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+ m_Name: CubeMaterial
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - first:
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+ second: 1
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+ second: 0.5
+ - first:
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+ - first:
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+ second: 0
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+ - first:
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+ second: 0
+ - first:
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+ second: 1
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+ second: 1
+ - first:
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+ second: 1
+ m_Colors:
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+ second: {r: 1, g: 1, b: 1, a: 1}
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+ second: {r: 0, g: 0, b: 0, a: 1}
diff --git a/examples/UnityExample/Assets/Materials/CubeMaterial.mat.meta b/examples/UnityExample/Assets/Materials/CubeMaterial.mat.meta
index c09f976..9a44c37 100644..100755
--- a/examples/UnityExample/Assets/Materials/CubeMaterial.mat.meta
+++ b/examples/UnityExample/Assets/Materials/CubeMaterial.mat.meta
@@ -1,8 +1,8 @@
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diff --git a/examples/UnityExample/Assets/Materials/HitToolMaterial.mat b/examples/UnityExample/Assets/Materials/HitToolMaterial.mat
index 8fe71b4..38afd09 100644..100755
--- a/examples/UnityExample/Assets/Materials/HitToolMaterial.mat
+++ b/examples/UnityExample/Assets/Materials/HitToolMaterial.mat
@@ -1,128 +1,128 @@
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diff --git a/examples/UnityExample/Assets/Materials/HitToolMaterial.mat.meta b/examples/UnityExample/Assets/Materials/HitToolMaterial.mat.meta
index da8036a..352af1f 100644..100755
--- a/examples/UnityExample/Assets/Materials/HitToolMaterial.mat.meta
+++ b/examples/UnityExample/Assets/Materials/HitToolMaterial.mat.meta
@@ -1,8 +1,8 @@
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diff --git a/examples/UnityExample/Assets/Plugins.meta b/examples/UnityExample/Assets/Plugins.meta
index cb9f934..6f89902 100644..100755
--- a/examples/UnityExample/Assets/Plugins.meta
+++ b/examples/UnityExample/Assets/Plugins.meta
@@ -1,9 +1,9 @@
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diff --git a/examples/UnityExample/Assets/Plugins/Blast.meta b/examples/UnityExample/Assets/Plugins/Blast.meta
index 2413c51..8958724 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast.meta
@@ -1,9 +1,9 @@
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diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs
index 68b311d..21e208c 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs
@@ -1,42 +1,42 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastExtRadialDamageDesc
-{
- public float compressive; //!< compressive (radial) damage component
- public float p0;
- public float p1;
- public float p2;
- public float minRadius; //!< inner radius of damage action
- public float maxRadius; //!< outer radius of damage action
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastExtMaterial
-{
- public float singleChunkThreshold; //!< subsupport chunks only take damage surpassing this value
- public float graphChunkThreshold; //!< support chunks only take damage surpassing this value
- public float bondTangentialThreshold; //!< bond only take damage surpassing this value
- public float bondNormalThreshold; //!< currently unused - forward damage propagation
- public float damageAttenuation; //!< factor of damage attenuation while forwarding
-};
-
-
-public static class NvBlastExtShadersWrapper
-{
- public const string DLL_NAME = "NvBlastExtShaders" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM;
-
- #region Dll
- [DllImport(DLL_NAME)]
- private static extern bool NvBlastExtDamageActorRadialFalloff(IntPtr actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
- #endregion
-
- public static bool DamageRadialFalloff(this NvBlastActor actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material)
- {
- return NvBlastExtDamageActorRadialFalloff(actor.ptr, buffers, damageDescBuffer, damageDescCount, material, NvBlastWrapper.Log, null);
- }
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using UnityEngine;
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastExtRadialDamageDesc
+{
+ public float compressive; //!< compressive (radial) damage component
+ public float p0;
+ public float p1;
+ public float p2;
+ public float minRadius; //!< inner radius of damage action
+ public float maxRadius; //!< outer radius of damage action
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastExtMaterial
+{
+ public float singleChunkThreshold; //!< subsupport chunks only take damage surpassing this value
+ public float graphChunkThreshold; //!< support chunks only take damage surpassing this value
+ public float bondTangentialThreshold; //!< bond only take damage surpassing this value
+ public float bondNormalThreshold; //!< currently unused - forward damage propagation
+ public float damageAttenuation; //!< factor of damage attenuation while forwarding
+};
+
+
+public static class NvBlastExtShadersWrapper
+{
+ public const string DLL_NAME = "NvBlastExtShaders" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM;
+
+ #region Dll
+ [DllImport(DLL_NAME)]
+ private static extern bool NvBlastExtDamageActorRadialFalloff(IntPtr actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
+ #endregion
+
+ public static bool DamageRadialFalloff(this NvBlastActor actor, NvBlastFractureBuffers buffers, NvBlastExtRadialDamageDesc damageDescBuffer, UInt32 damageDescCount, NvBlastExtMaterial material)
+ {
+ return NvBlastExtDamageActorRadialFalloff(actor.ptr, buffers, damageDescBuffer, damageDescCount, material, NvBlastWrapper.Log, null);
+ }
} \ No newline at end of file
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs.meta b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs.meta
index edf8ac2..d4ad7e2 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtShadersWrapper.cs.meta
@@ -1,12 +1,12 @@
-fileFormatVersion: 2
-guid: 47339a6d798176c41969193e9b3ecb30
-timeCreated: 1481725762
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
+fileFormatVersion: 2
+guid: 47339a6d798176c41969193e9b3ecb30
+timeCreated: 1481725762
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs
index 8f81a2e..94ca399 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs
@@ -1,21 +1,21 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-
-public static class NvBlastExtUtilsWrapper
-{
- public const string DLL_NAME = "NvBlastExtUtils" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM;
-
- #region Dll
- [DllImport(DLL_NAME)]
- private static extern void NvBlastReorderAssetDescChunks([In, Out] NvBlastChunkDesc[] chunkDescs, uint chunkCount, [In, Out] NvBlastBondDesc[] bondDescs, uint bondCount, [In, Out] uint[] chunkReorderMap);
- #endregion
-
- public static void ReorderAssetDescChunks(NvBlastAssetDesc assetDesc, uint[] chunkReorderMap)
- {
- NvBlastReorderAssetDescChunks(assetDesc.chunkDescs, assetDesc.chunkCount, assetDesc.bondDescs, assetDesc.bondCount, chunkReorderMap);
- }
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using UnityEngine;
+
+
+public static class NvBlastExtUtilsWrapper
+{
+ public const string DLL_NAME = "NvBlastExtUtils" + NvBlastWrapper.DLL_POSTFIX + "_" + NvBlastWrapper.DLL_PLATFORM;
+
+ #region Dll
+ [DllImport(DLL_NAME)]
+ private static extern void NvBlastReorderAssetDescChunks([In, Out] NvBlastChunkDesc[] chunkDescs, uint chunkCount, [In, Out] NvBlastBondDesc[] bondDescs, uint bondCount, [In, Out] uint[] chunkReorderMap);
+ #endregion
+
+ public static void ReorderAssetDescChunks(NvBlastAssetDesc assetDesc, uint[] chunkReorderMap)
+ {
+ NvBlastReorderAssetDescChunks(assetDesc.chunkDescs, assetDesc.chunkCount, assetDesc.bondDescs, assetDesc.bondCount, chunkReorderMap);
+ }
} \ No newline at end of file
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs.meta b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs.meta
index caf4278..5e49418 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastExtUtilsWrapper.cs.meta
@@ -1,12 +1,12 @@
-fileFormatVersion: 2
-guid: 79da9e4b8c3adf543b406ce704084d62
-timeCreated: 1481725762
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
+fileFormatVersion: 2
+guid: 79da9e4b8c3adf543b406ce704084d62
+timeCreated: 1481725762
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs b/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs
index ccda6c4..13822f8 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs
@@ -1,587 +1,587 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-using UnityEngine.Assertions;
-
-public struct NvBlastChunkDesc
-{
- public enum Flags
- {
- NoFlags = 0,
- SupportFlag = (1 << 0)
- };
-
- /** Central position in chunk. */
- public Single c0;
- public Single c1;
- public Single c2;
-
-
- /** Volume of chunk. */
- public Single volume;
-
- /** Index of this chunk's parent. If this is a root chunk, then this value must be UINT32_MAX. */
- public UInt32 parentChunkIndex;
-
- /** See Flags enum for possible flags. */
- public UInt32 flags;
-
- /** User-supplied data which will be accessible to the user in chunk fracture events. */
- public UInt32 userData;
-}
-
-public struct NvBlastBond
-{
- public Single n0;
- public Single n1;
- public Single n2;
-
- public Single area;
-
- public Single c0;
- public Single c1;
- public Single c2;
-
- UInt32 userData;
-};
-
-public struct NvBlastBondDesc
-{
- /** The indices of the chunks linked by this bond. They must be different support chunk indices. */
- public UInt32 chunk0;
- public UInt32 chunk1;
-
- /** Bond data (see NvBlastBond). */
- public NvBlastBond bond;
-}
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastAssetDesc
-{
- public UInt32 chunkCount;
- public NvBlastChunkDesc[] chunkDescs;
- public UInt32 bondCount;
- public NvBlastBondDesc[] bondDescs;
-}
-
-/**
-Actor descriptor, used to create an instance of an NvBlastAsset with NvBlastActorCreate
- 6
-See NvBlastActorCreate.
-*/
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastActorDesc
-{
- /**
- Initial health of all bonds, if initialBondHealths is NULL (see initialBondHealths).
- */
- public Single uniformInitialBondHealth;
-
- /**
- Initial bond healths. If not NULL, this array must be of length NvBlastAssetGetChunkCount(asset, ... ).
- If NULL, uniformInitialBondHealth must be set.
- */
- public Single[] initialBondHealths = null;
-
- /**
- Initial health of all lower-support chunks, if initialSupportChunkHealths is NULL (see initialSupportChunkHealths).
- */
- public Single uniformInitialLowerSupportChunkHealth;
-
- /**
- Initial health of all support chunks. If not NULL, this must be of length
- NvBlastAssetGetSupportGraph(asset, ... ).nodeCount. The elements in the initialSupportChunkHealth
- array will correspond to the chunk indices in the NvBlastAssetGetSupportGraph(asset, ... ).chunkIndices
- array. Every descendent of a support chunk will have its health initialized to its ancestor support
- chunk's health, so this initializes all lower-support chunk healths.
- If NULL, uniformInitialLowerSupportChunkHealth must be set.
- */
- public Single[] initialSupportChunkHealths = null;
-};
-
-
-public struct NvBlastChunk
-{
- /**
- Central position for the chunk's volume
- */
- public Single c0;
- public Single c1;
- public Single c2;
-
- /**
- Volume of the chunk
- */
- public Single volume;
-
- /**
- Index of parent (UINT32_MAX denotes no parent)
- */
- public UInt32 parentChunkIndex;
-
- /**
- Index of first child
- */
- public UInt32 firstChildIndex;
-
- /**
- Stop for child indices
- */
- public UInt32 childIndexStop;
-
- /**
- Field for user to associate with external data
- */
- public UInt32 userData;
-};
-
-public struct NvBlastChunkGraph
-{
- UInt32 nodeCount;
- public IntPtr chunkIndices;
- public IntPtr adjacencyPartition;
- public IntPtr adjacentNodeIndices;
- public IntPtr adjacentBondIndices;
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastTimers
-{
- public Int64 material; //!< Time spent in material function
- public Int64 fracture; //!< Time spent applying damage
- public Int64 island; //!< Time spent discovering islands
- public Int64 partition; //!< Time spent partitioning the graph
- public Int64 visibility; //!< Time spent updating visibility
-};
-
-
-///////////////////////////////////////////////////////////////////////////////
-// Types used for damage and fracturing
-///////////////////////////////////////////////////////////////////////////////
-
-public struct NvBlastChunkFractureData
-{
- public UInt32 userdata; //!< chunk's user data
- public UInt32 chunkIndex; //!< asset chunk index
- public Single health; //!< health value (damage or remains)
-};
-
-public struct NvBlastBondFractureData
-{
- public UInt32 userdata; //!< bond's user data
- public UInt32 nodeIndex0; //!< graph node index of bond
- public UInt32 nodeIndex1; //!< pair graph node index of bond
- public Single health; //!< health value (damage or remains)
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastFractureBuffers
-{
- public UInt32 bondFractureCount;
- public UInt32 chunkFractureCount;
- public IntPtr bondFractures; // NvBlastBondFractureData[]
- public IntPtr chunkFractures; // NvBlastChunkFractureData[]
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastActorSplitEvent
-{
- public IntPtr deletedActor; //!< deleted actor or nullptr if actor has not changed
- public IntPtr newActors; //!< list of created actors
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastGraphShaderActor
-{
- UInt32 firstGraphNodeIndex; //<! Entry index for graphNodeIndexLinks
- public UInt32[] graphNodeIndexLinks; //<! Linked index list of connected nodes. Traversable with nextIndex = graphNodeIndexLinks[currentIndex], terminates with 0xFFFFFFFF.
- public UInt32[] chunkIndices; //<! Graph's map from node index to support chunk index.
- public UInt32[] adjacencyPartition; //<! See NvBlastChunkGraph::adjacencyPartition.
- public UInt32[] adjacentNodeIndices; //<! See NvBlastChunkGraph::adjacentNodeIndices.
- public UInt32[] adjacentBondIndices; //<! See NvBlastChunkGraph::adjacentBondIndices.
- public NvBlastBond[] assetBonds; //<! NvBlastBonds geometry in the NvBlastAsset.
- public Single[] familyBondHealths; //<! Actual bond health values for broken bond detection.
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastProgramParams
-{
- public IntPtr damageDescBuffer; //!< array of damage descriptions
- public UInt32 damageDescCount; //!< number of damage descriptions in array
- public IntPtr material; //!< pointer to material
-};
-
-[StructLayout(LayoutKind.Sequential)]
-public class NvBlastSubgraphShaderActor
-{
- public UInt32 chunkIndex; //<! Index of chunk represented by this actor.
- public NvBlastChunk[] assetChunks; //<! NvBlastChunks geometry in the NvBlastAsset.
-};
-
-public struct NvBlastDamageProgram
-{
- public delegate void NvBlastGraphShaderFunction(System.IntPtr commandBuffers, System.IntPtr actor, System.IntPtr p);
- public delegate void NvBlastSubgraphShaderFunction(NvBlastFractureBuffers commandBuffers, NvBlastSubgraphShaderActor actor, NvBlastProgramParams p);
-
- public NvBlastGraphShaderFunction graphShaderFunction;
- public NvBlastSubgraphShaderFunction subgraphShaderFunction;
-};
-
-
-public class NvBlastWrapper
-{
- //////// DLL ////////
-
- public const string DLL_POSTFIX = "DEBUG"; //DEBUG
- public const string DLL_PLATFORM = "x64";
- public const string DLL_NAME = "NvBlast" + DLL_POSTFIX + "_" + DLL_PLATFORM;
-
-
- //////// Internal Types ////////
-
- public delegate IntPtr NvBlastAlloc(Int64 size);
- public delegate void NvBlastFree(IntPtr ptr);
- public delegate void NvBlastLog(Int32 type, string msg, string file, Int32 line);
-
-
- //////// Public Types ////////
-
-
-
- //////// Helpers ////////
-
- public static IntPtr Alloc(Int64 size)
- {
- return Marshal.AllocHGlobal((Int32)size);
- }
-
- public static void Free(IntPtr ptr)
- {
- Marshal.FreeHGlobal(ptr);
- }
-
- public static void Log(Int32 type, string msg, string file, Int32 line)
- {
- Debug.Log(DLL_NAME + ": [" + type + "] " + msg + "(" + file + ":" + line + ")");
- }
-
- public static IntPtr GetScratch(int size)
- {
- return _greedyScratch.GetScratch(size);
- }
-
- private static GreedyScratch _greedyScratch = new GreedyScratch();
-}
-
-
-public class GreedyScratch : IDisposable
-{
- public IntPtr GetScratch(int size)
- {
- if (_size < size)
- {
- releaseScratch();
- _scratch = Marshal.AllocHGlobal(size);
- _size = size;
- }
-
- return _scratch;
- }
-
- private void releaseScratch()
- {
- if (_size > 0)
- {
- Marshal.FreeHGlobal(_scratch);
- _scratch = IntPtr.Zero;
- }
- }
-
- public void Dispose()
- {
- Dispose(true);
- }
-
- protected virtual void Dispose(bool bDisposing)
- {
- releaseScratch();
-
- if (bDisposing)
- {
- GC.SuppressFinalize(this);
- }
- }
-
- ~GreedyScratch()
- {
- Dispose(false);
- }
-
- private int _size = 0;
- private IntPtr _scratch = IntPtr.Zero;
-}
-
-
-public abstract class DisposablePtr : IDisposable
-{
- protected void Initialize(IntPtr ptr)
- {
- Assert.IsTrue(this._ptr == IntPtr.Zero);
- this._ptr = ptr;
- }
-
- protected void ResetPtr()
- {
- this._ptr = IntPtr.Zero;
- }
-
- protected abstract void Release();
-
- public IntPtr ptr
- {
- get { return _ptr; }
- }
-
-
- public void Dispose()
- {
- Dispose(true);
- }
-
- protected virtual void Dispose(bool bDisposing)
- {
- if (_ptr != IntPtr.Zero)
- {
- Release();
- _ptr = IntPtr.Zero;
- }
-
- if (bDisposing)
- {
- GC.SuppressFinalize(this);
- }
- }
-
- ~DisposablePtr()
- {
- Dispose(false);
- }
-
- private IntPtr _ptr = IntPtr.Zero;
-}
-
-
-public class NvBlastAsset : DisposablePtr
-{
- #region Dll
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt64 NvBlastAssetCreateRequiredScratch(NvBlastAssetDesc desc);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern IntPtr NvBlastAssetCreate(NvBlastAssetDesc desc, NvBlastWrapper.NvBlastAlloc allocFn, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern void NvBlastAssetRelease(IntPtr asset, NvBlastWrapper.NvBlastFree freeFn, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastAssetGetLeafChunkCount(IntPtr asset, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern NvBlastChunkGraph NvBlastAssetGetSupportGraph(IntPtr asset, NvBlastWrapper.NvBlastLog logFn);
- #endregion
-
- public NvBlastAsset(NvBlastAssetDesc desc)
- {
- var scratchSize = NvBlastAssetCreateRequiredScratch(desc);
- var asset = NvBlastAssetCreate(desc, NvBlastWrapper.Alloc, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log);
- Initialize(asset);
- }
-
- protected override void Release()
- {
- NvBlastAssetRelease(ptr, NvBlastWrapper.Free, NvBlastWrapper.Log);
- }
-
- public UInt32 leafChunkCount
- {
- get
- {
- return NvBlastAssetGetLeafChunkCount(ptr, NvBlastWrapper.Log);
- }
- }
-
- public NvBlastChunkGraph chunkGraph
- {
- get
- {
- if (!_graph.HasValue)
- {
- _graph = NvBlastAssetGetSupportGraph(ptr, NvBlastWrapper.Log);
- }
- return _graph.Value;
- }
- }
-
- private NvBlastChunkGraph? _graph = null;
-}
-
-
-public class NvBlastFamily : DisposablePtr
-{
- #region Dll
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern IntPtr NvBlastFamilyCreate(IntPtr asset, NvBlastWrapper.NvBlastAlloc allocFn, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern void NvBlastFamilyRelease(IntPtr family, NvBlastWrapper.NvBlastFree freeFn, NvBlastWrapper.NvBlastLog logFn);
- #endregion
-
- public NvBlastAsset asset
- {
- get;
- private set;
- }
-
- public NvBlastFamily(NvBlastAsset asset_)
- {
- asset = asset_;
- var family = NvBlastFamilyCreate(asset.ptr, NvBlastWrapper.Alloc, NvBlastWrapper.Log);
- Initialize(family);
- }
-
- protected override void Release()
- {
- NvBlastFamilyRelease(ptr, NvBlastWrapper.Free, NvBlastWrapper.Log);
- }
-}
-
-
-public class NvBlastActor : DisposablePtr
-{
- #region Dll
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt64 NvBlastActorCreateRequiredScratch(IntPtr asset);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern IntPtr NvBlastActorCreate(IntPtr family, NvBlastActorDesc desc, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern void NvBlastActorRelease(IntPtr actor);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastActorGetVisibleChunkCount(IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastActorGetVisibleChunkIndices([In, Out] UInt32[] visibleChunkIndices, UInt32 visibleChunkIndicesSize, IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastActorGetGraphNodeCount(IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastActorGetGraphNodeIndices([In, Out] UInt32[] graphNodeIndices, UInt32 graphNodeIndicesSize, IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern void NvBlastActorGenerateFracture(NvBlastFractureBuffers commandBuffers, IntPtr actor, NvBlastDamageProgram program, NvBlastProgramParams programParams, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern void NvBlastActorApplyFracture(IntPtr eventBuffers, IntPtr actor, NvBlastFractureBuffers commands, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt64 NvBlastActorSplitRequiredScratch(IntPtr actor);
-
- [DllImport(NvBlastWrapper.DLL_NAME)]
- static extern UInt32 NvBlastActorSplit([In, Out] NvBlastActorSplitEvent result, UInt32 newActorsMaxCount, IntPtr actor, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
- #endregion
-
- public NvBlastFamily family
- {
- get;
- private set;
- }
-
- public object userData = null;
-
- public NvBlastActor(NvBlastFamily family_, NvBlastActorDesc desc)
- {
- family = family_;
-
- var scratchSize = NvBlastActorCreateRequiredScratch(family_.asset.ptr);
- var actor = NvBlastActorCreate(family.ptr, desc, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log);
- Initialize(actor);
- }
-
- public NvBlastActor(NvBlastFamily family_, IntPtr ptr)
- {
- family = family_;
-
- Initialize(ptr);
- }
-
- protected override void Release()
- {
- NvBlastActorRelease(ptr);
- }
-
- public UInt32 visibleChunkCount
- {
- get { return NvBlastActorGetVisibleChunkCount(ptr, NvBlastWrapper.Log); }
- }
-
- public UInt32[] visibleChunkIndices
- {
- get
- {
- if(_visibleChunkIndices == null)
- {
- _visibleChunkIndices = new UInt32[visibleChunkCount];
- NvBlastActorGetVisibleChunkIndices(_visibleChunkIndices, visibleChunkCount, ptr, NvBlastWrapper.Log);
- }
- return _visibleChunkIndices;
- }
- }
-
- public UInt32 graphNodeCount
- {
- get { return NvBlastActorGetGraphNodeCount(ptr, NvBlastWrapper.Log); }
- }
-
- public UInt32[] graphNodeIndices
- {
- get
- {
- if (_graphNodeIndices == null)
- {
- _graphNodeIndices = new UInt32[graphNodeCount];
- NvBlastActorGetGraphNodeIndices(_graphNodeIndices, graphNodeCount, ptr, NvBlastWrapper.Log);
- }
- return _graphNodeIndices;
- }
- }
-
- public void GenerateFracture(NvBlastFractureBuffers buffers, NvBlastDamageProgram program, NvBlastProgramParams programParams)
- {
- NvBlastActorGenerateFracture(buffers, ptr, program, programParams, NvBlastWrapper.Log, null);
- }
-
- public void ApplyFracture(NvBlastFractureBuffers commands)
- {
- NvBlastActorApplyFracture(IntPtr.Zero, ptr, commands, NvBlastWrapper.Log, null);
- }
-
- public UInt32 Split(NvBlastActorSplitEvent result, UInt32 newActorsMaxCount)
- {
- var scratchSize = NvBlastActorSplitRequiredScratch(ptr);
- UInt32 newActorsCount = NvBlastActorSplit(result, newActorsMaxCount, ptr, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log, null);
- if(result.deletedActor != IntPtr.Zero)
- {
- ResetPtr();
- }
- return newActorsCount;
- }
-
- private UInt32[] _visibleChunkIndices = null;
- private UInt32[] _graphNodeIndices = null;
-}
-
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using UnityEngine;
+using UnityEngine.Assertions;
+
+public struct NvBlastChunkDesc
+{
+ public enum Flags
+ {
+ NoFlags = 0,
+ SupportFlag = (1 << 0)
+ };
+
+ /** Central position in chunk. */
+ public Single c0;
+ public Single c1;
+ public Single c2;
+
+
+ /** Volume of chunk. */
+ public Single volume;
+
+ /** Index of this chunk's parent. If this is a root chunk, then this value must be UINT32_MAX. */
+ public UInt32 parentChunkIndex;
+
+ /** See Flags enum for possible flags. */
+ public UInt32 flags;
+
+ /** User-supplied data which will be accessible to the user in chunk fracture events. */
+ public UInt32 userData;
+}
+
+public struct NvBlastBond
+{
+ public Single n0;
+ public Single n1;
+ public Single n2;
+
+ public Single area;
+
+ public Single c0;
+ public Single c1;
+ public Single c2;
+
+ UInt32 userData;
+};
+
+public struct NvBlastBondDesc
+{
+ /** The indices of the chunks linked by this bond. They must be different support chunk indices. */
+ public UInt32 chunk0;
+ public UInt32 chunk1;
+
+ /** Bond data (see NvBlastBond). */
+ public NvBlastBond bond;
+}
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastAssetDesc
+{
+ public UInt32 chunkCount;
+ public NvBlastChunkDesc[] chunkDescs;
+ public UInt32 bondCount;
+ public NvBlastBondDesc[] bondDescs;
+}
+
+/**
+Actor descriptor, used to create an instance of an NvBlastAsset with NvBlastActorCreate
+ 6
+See NvBlastActorCreate.
+*/
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastActorDesc
+{
+ /**
+ Initial health of all bonds, if initialBondHealths is NULL (see initialBondHealths).
+ */
+ public Single uniformInitialBondHealth;
+
+ /**
+ Initial bond healths. If not NULL, this array must be of length NvBlastAssetGetChunkCount(asset, ... ).
+ If NULL, uniformInitialBondHealth must be set.
+ */
+ public Single[] initialBondHealths = null;
+
+ /**
+ Initial health of all lower-support chunks, if initialSupportChunkHealths is NULL (see initialSupportChunkHealths).
+ */
+ public Single uniformInitialLowerSupportChunkHealth;
+
+ /**
+ Initial health of all support chunks. If not NULL, this must be of length
+ NvBlastAssetGetSupportGraph(asset, ... ).nodeCount. The elements in the initialSupportChunkHealth
+ array will correspond to the chunk indices in the NvBlastAssetGetSupportGraph(asset, ... ).chunkIndices
+ array. Every descendent of a support chunk will have its health initialized to its ancestor support
+ chunk's health, so this initializes all lower-support chunk healths.
+ If NULL, uniformInitialLowerSupportChunkHealth must be set.
+ */
+ public Single[] initialSupportChunkHealths = null;
+};
+
+
+public struct NvBlastChunk
+{
+ /**
+ Central position for the chunk's volume
+ */
+ public Single c0;
+ public Single c1;
+ public Single c2;
+
+ /**
+ Volume of the chunk
+ */
+ public Single volume;
+
+ /**
+ Index of parent (UINT32_MAX denotes no parent)
+ */
+ public UInt32 parentChunkIndex;
+
+ /**
+ Index of first child
+ */
+ public UInt32 firstChildIndex;
+
+ /**
+ Stop for child indices
+ */
+ public UInt32 childIndexStop;
+
+ /**
+ Field for user to associate with external data
+ */
+ public UInt32 userData;
+};
+
+public struct NvBlastChunkGraph
+{
+ UInt32 nodeCount;
+ public IntPtr chunkIndices;
+ public IntPtr adjacencyPartition;
+ public IntPtr adjacentNodeIndices;
+ public IntPtr adjacentBondIndices;
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastTimers
+{
+ public Int64 material; //!< Time spent in material function
+ public Int64 fracture; //!< Time spent applying damage
+ public Int64 island; //!< Time spent discovering islands
+ public Int64 partition; //!< Time spent partitioning the graph
+ public Int64 visibility; //!< Time spent updating visibility
+};
+
+
+///////////////////////////////////////////////////////////////////////////////
+// Types used for damage and fracturing
+///////////////////////////////////////////////////////////////////////////////
+
+public struct NvBlastChunkFractureData
+{
+ public UInt32 userdata; //!< chunk's user data
+ public UInt32 chunkIndex; //!< asset chunk index
+ public Single health; //!< health value (damage or remains)
+};
+
+public struct NvBlastBondFractureData
+{
+ public UInt32 userdata; //!< bond's user data
+ public UInt32 nodeIndex0; //!< graph node index of bond
+ public UInt32 nodeIndex1; //!< pair graph node index of bond
+ public Single health; //!< health value (damage or remains)
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastFractureBuffers
+{
+ public UInt32 bondFractureCount;
+ public UInt32 chunkFractureCount;
+ public IntPtr bondFractures; // NvBlastBondFractureData[]
+ public IntPtr chunkFractures; // NvBlastChunkFractureData[]
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastActorSplitEvent
+{
+ public IntPtr deletedActor; //!< deleted actor or nullptr if actor has not changed
+ public IntPtr newActors; //!< list of created actors
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastGraphShaderActor
+{
+ UInt32 firstGraphNodeIndex; //<! Entry index for graphNodeIndexLinks
+ public UInt32[] graphNodeIndexLinks; //<! Linked index list of connected nodes. Traversable with nextIndex = graphNodeIndexLinks[currentIndex], terminates with 0xFFFFFFFF.
+ public UInt32[] chunkIndices; //<! Graph's map from node index to support chunk index.
+ public UInt32[] adjacencyPartition; //<! See NvBlastChunkGraph::adjacencyPartition.
+ public UInt32[] adjacentNodeIndices; //<! See NvBlastChunkGraph::adjacentNodeIndices.
+ public UInt32[] adjacentBondIndices; //<! See NvBlastChunkGraph::adjacentBondIndices.
+ public NvBlastBond[] assetBonds; //<! NvBlastBonds geometry in the NvBlastAsset.
+ public Single[] familyBondHealths; //<! Actual bond health values for broken bond detection.
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastProgramParams
+{
+ public IntPtr damageDescBuffer; //!< array of damage descriptions
+ public UInt32 damageDescCount; //!< number of damage descriptions in array
+ public IntPtr material; //!< pointer to material
+};
+
+[StructLayout(LayoutKind.Sequential)]
+public class NvBlastSubgraphShaderActor
+{
+ public UInt32 chunkIndex; //<! Index of chunk represented by this actor.
+ public NvBlastChunk[] assetChunks; //<! NvBlastChunks geometry in the NvBlastAsset.
+};
+
+public struct NvBlastDamageProgram
+{
+ public delegate void NvBlastGraphShaderFunction(System.IntPtr commandBuffers, System.IntPtr actor, System.IntPtr p);
+ public delegate void NvBlastSubgraphShaderFunction(NvBlastFractureBuffers commandBuffers, NvBlastSubgraphShaderActor actor, NvBlastProgramParams p);
+
+ public NvBlastGraphShaderFunction graphShaderFunction;
+ public NvBlastSubgraphShaderFunction subgraphShaderFunction;
+};
+
+
+public class NvBlastWrapper
+{
+ //////// DLL ////////
+
+ public const string DLL_POSTFIX = "DEBUG"; //DEBUG
+ public const string DLL_PLATFORM = "x64";
+ public const string DLL_NAME = "NvBlast" + DLL_POSTFIX + "_" + DLL_PLATFORM;
+
+
+ //////// Internal Types ////////
+
+ public delegate IntPtr NvBlastAlloc(Int64 size);
+ public delegate void NvBlastFree(IntPtr ptr);
+ public delegate void NvBlastLog(Int32 type, string msg, string file, Int32 line);
+
+
+ //////// Public Types ////////
+
+
+
+ //////// Helpers ////////
+
+ public static IntPtr Alloc(Int64 size)
+ {
+ return Marshal.AllocHGlobal((Int32)size);
+ }
+
+ public static void Free(IntPtr ptr)
+ {
+ Marshal.FreeHGlobal(ptr);
+ }
+
+ public static void Log(Int32 type, string msg, string file, Int32 line)
+ {
+ Debug.Log(DLL_NAME + ": [" + type + "] " + msg + "(" + file + ":" + line + ")");
+ }
+
+ public static IntPtr GetScratch(int size)
+ {
+ return _greedyScratch.GetScratch(size);
+ }
+
+ private static GreedyScratch _greedyScratch = new GreedyScratch();
+}
+
+
+public class GreedyScratch : IDisposable
+{
+ public IntPtr GetScratch(int size)
+ {
+ if (_size < size)
+ {
+ releaseScratch();
+ _scratch = Marshal.AllocHGlobal(size);
+ _size = size;
+ }
+
+ return _scratch;
+ }
+
+ private void releaseScratch()
+ {
+ if (_size > 0)
+ {
+ Marshal.FreeHGlobal(_scratch);
+ _scratch = IntPtr.Zero;
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+
+ protected virtual void Dispose(bool bDisposing)
+ {
+ releaseScratch();
+
+ if (bDisposing)
+ {
+ GC.SuppressFinalize(this);
+ }
+ }
+
+ ~GreedyScratch()
+ {
+ Dispose(false);
+ }
+
+ private int _size = 0;
+ private IntPtr _scratch = IntPtr.Zero;
+}
+
+
+public abstract class DisposablePtr : IDisposable
+{
+ protected void Initialize(IntPtr ptr)
+ {
+ Assert.IsTrue(this._ptr == IntPtr.Zero);
+ this._ptr = ptr;
+ }
+
+ protected void ResetPtr()
+ {
+ this._ptr = IntPtr.Zero;
+ }
+
+ protected abstract void Release();
+
+ public IntPtr ptr
+ {
+ get { return _ptr; }
+ }
+
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+
+ protected virtual void Dispose(bool bDisposing)
+ {
+ if (_ptr != IntPtr.Zero)
+ {
+ Release();
+ _ptr = IntPtr.Zero;
+ }
+
+ if (bDisposing)
+ {
+ GC.SuppressFinalize(this);
+ }
+ }
+
+ ~DisposablePtr()
+ {
+ Dispose(false);
+ }
+
+ private IntPtr _ptr = IntPtr.Zero;
+}
+
+
+public class NvBlastAsset : DisposablePtr
+{
+ #region Dll
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt64 NvBlastAssetCreateRequiredScratch(NvBlastAssetDesc desc);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern IntPtr NvBlastAssetCreate(NvBlastAssetDesc desc, NvBlastWrapper.NvBlastAlloc allocFn, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern void NvBlastAssetRelease(IntPtr asset, NvBlastWrapper.NvBlastFree freeFn, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastAssetGetLeafChunkCount(IntPtr asset, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern NvBlastChunkGraph NvBlastAssetGetSupportGraph(IntPtr asset, NvBlastWrapper.NvBlastLog logFn);
+ #endregion
+
+ public NvBlastAsset(NvBlastAssetDesc desc)
+ {
+ var scratchSize = NvBlastAssetCreateRequiredScratch(desc);
+ var asset = NvBlastAssetCreate(desc, NvBlastWrapper.Alloc, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log);
+ Initialize(asset);
+ }
+
+ protected override void Release()
+ {
+ NvBlastAssetRelease(ptr, NvBlastWrapper.Free, NvBlastWrapper.Log);
+ }
+
+ public UInt32 leafChunkCount
+ {
+ get
+ {
+ return NvBlastAssetGetLeafChunkCount(ptr, NvBlastWrapper.Log);
+ }
+ }
+
+ public NvBlastChunkGraph chunkGraph
+ {
+ get
+ {
+ if (!_graph.HasValue)
+ {
+ _graph = NvBlastAssetGetSupportGraph(ptr, NvBlastWrapper.Log);
+ }
+ return _graph.Value;
+ }
+ }
+
+ private NvBlastChunkGraph? _graph = null;
+}
+
+
+public class NvBlastFamily : DisposablePtr
+{
+ #region Dll
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern IntPtr NvBlastFamilyCreate(IntPtr asset, NvBlastWrapper.NvBlastAlloc allocFn, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern void NvBlastFamilyRelease(IntPtr family, NvBlastWrapper.NvBlastFree freeFn, NvBlastWrapper.NvBlastLog logFn);
+ #endregion
+
+ public NvBlastAsset asset
+ {
+ get;
+ private set;
+ }
+
+ public NvBlastFamily(NvBlastAsset asset_)
+ {
+ asset = asset_;
+ var family = NvBlastFamilyCreate(asset.ptr, NvBlastWrapper.Alloc, NvBlastWrapper.Log);
+ Initialize(family);
+ }
+
+ protected override void Release()
+ {
+ NvBlastFamilyRelease(ptr, NvBlastWrapper.Free, NvBlastWrapper.Log);
+ }
+}
+
+
+public class NvBlastActor : DisposablePtr
+{
+ #region Dll
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt64 NvBlastActorCreateRequiredScratch(IntPtr asset);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern IntPtr NvBlastActorCreate(IntPtr family, NvBlastActorDesc desc, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern void NvBlastActorRelease(IntPtr actor);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastActorGetVisibleChunkCount(IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastActorGetVisibleChunkIndices([In, Out] UInt32[] visibleChunkIndices, UInt32 visibleChunkIndicesSize, IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastActorGetGraphNodeCount(IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastActorGetGraphNodeIndices([In, Out] UInt32[] graphNodeIndices, UInt32 graphNodeIndicesSize, IntPtr actor, NvBlastWrapper.NvBlastLog logFn);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern void NvBlastActorGenerateFracture(NvBlastFractureBuffers commandBuffers, IntPtr actor, NvBlastDamageProgram program, NvBlastProgramParams programParams, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern void NvBlastActorApplyFracture(IntPtr eventBuffers, IntPtr actor, NvBlastFractureBuffers commands, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt64 NvBlastActorSplitRequiredScratch(IntPtr actor);
+
+ [DllImport(NvBlastWrapper.DLL_NAME)]
+ static extern UInt32 NvBlastActorSplit([In, Out] NvBlastActorSplitEvent result, UInt32 newActorsMaxCount, IntPtr actor, IntPtr scratch, NvBlastWrapper.NvBlastLog logFn, NvBlastTimers timers);
+ #endregion
+
+ public NvBlastFamily family
+ {
+ get;
+ private set;
+ }
+
+ public object userData = null;
+
+ public NvBlastActor(NvBlastFamily family_, NvBlastActorDesc desc)
+ {
+ family = family_;
+
+ var scratchSize = NvBlastActorCreateRequiredScratch(family_.asset.ptr);
+ var actor = NvBlastActorCreate(family.ptr, desc, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log);
+ Initialize(actor);
+ }
+
+ public NvBlastActor(NvBlastFamily family_, IntPtr ptr)
+ {
+ family = family_;
+
+ Initialize(ptr);
+ }
+
+ protected override void Release()
+ {
+ NvBlastActorRelease(ptr);
+ }
+
+ public UInt32 visibleChunkCount
+ {
+ get { return NvBlastActorGetVisibleChunkCount(ptr, NvBlastWrapper.Log); }
+ }
+
+ public UInt32[] visibleChunkIndices
+ {
+ get
+ {
+ if(_visibleChunkIndices == null)
+ {
+ _visibleChunkIndices = new UInt32[visibleChunkCount];
+ NvBlastActorGetVisibleChunkIndices(_visibleChunkIndices, visibleChunkCount, ptr, NvBlastWrapper.Log);
+ }
+ return _visibleChunkIndices;
+ }
+ }
+
+ public UInt32 graphNodeCount
+ {
+ get { return NvBlastActorGetGraphNodeCount(ptr, NvBlastWrapper.Log); }
+ }
+
+ public UInt32[] graphNodeIndices
+ {
+ get
+ {
+ if (_graphNodeIndices == null)
+ {
+ _graphNodeIndices = new UInt32[graphNodeCount];
+ NvBlastActorGetGraphNodeIndices(_graphNodeIndices, graphNodeCount, ptr, NvBlastWrapper.Log);
+ }
+ return _graphNodeIndices;
+ }
+ }
+
+ public void GenerateFracture(NvBlastFractureBuffers buffers, NvBlastDamageProgram program, NvBlastProgramParams programParams)
+ {
+ NvBlastActorGenerateFracture(buffers, ptr, program, programParams, NvBlastWrapper.Log, null);
+ }
+
+ public void ApplyFracture(NvBlastFractureBuffers commands)
+ {
+ NvBlastActorApplyFracture(IntPtr.Zero, ptr, commands, NvBlastWrapper.Log, null);
+ }
+
+ public UInt32 Split(NvBlastActorSplitEvent result, UInt32 newActorsMaxCount)
+ {
+ var scratchSize = NvBlastActorSplitRequiredScratch(ptr);
+ UInt32 newActorsCount = NvBlastActorSplit(result, newActorsMaxCount, ptr, NvBlastWrapper.GetScratch((int)scratchSize), NvBlastWrapper.Log, null);
+ if(result.deletedActor != IntPtr.Zero)
+ {
+ ResetPtr();
+ }
+ return newActorsCount;
+ }
+
+ private UInt32[] _visibleChunkIndices = null;
+ private UInt32[] _graphNodeIndices = null;
+}
+
diff --git a/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs.meta b/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs.meta
index 6cb40de..6a5ccd6 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast/NvBlastWrapper.cs.meta
@@ -1,12 +1,12 @@
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/examples/UnityExample/Assets/Plugins/Blast/x64.meta b/examples/UnityExample/Assets/Plugins/Blast/x64.meta
index 1d8c5b7..051c1a6 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/x64.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast/x64.meta
@@ -1,9 +1,9 @@
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+folderAsset: yes
+timeCreated: 1481552179
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll b/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll
index 323acb4..323acb4 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll
+++ b/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll
Binary files differ
diff --git a/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll.meta b/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll.meta
index 3b289f8..8388fbf 100644..100755
--- a/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll.meta
+++ b/examples/UnityExample/Assets/Plugins/Blast/x64/NvBlastDEBUG_x64.dll.meta
@@ -1,68 +1,68 @@
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diff --git a/examples/UnityExample/Assets/Scenes/Test.unity.meta b/examples/UnityExample/Assets/Scenes/Test.unity.meta
index 21dc2d9..24945a4 100644..100755
--- a/examples/UnityExample/Assets/Scenes/Test.unity.meta
+++ b/examples/UnityExample/Assets/Scenes/Test.unity.meta
@@ -1,8 +1,8 @@
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+licenseType: Free
+DefaultImporter:
+ userData:
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diff --git a/examples/UnityExample/Assets/Scripts.meta b/examples/UnityExample/Assets/Scripts.meta
index aad561f..56ee3f9 100644..100755
--- a/examples/UnityExample/Assets/Scripts.meta
+++ b/examples/UnityExample/Assets/Scripts.meta
@@ -1,9 +1,9 @@
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-folderAsset: yes
-timeCreated: 1481018329
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- assetBundleVariant:
+fileFormatVersion: 2
+guid: c68a13922b97bab4da262a0e7422de7f
+folderAsset: yes
+timeCreated: 1481018329
+licenseType: Free
+DefaultImporter:
+ userData:
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diff --git a/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs b/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs
index fdb6fa0..55f50fb 100644..100755
--- a/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs
+++ b/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs
@@ -1,183 +1,183 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class CubeAsset
-{
- public struct DepthInfo
- {
- public DepthInfo(Vector3 slices, NvBlastChunkDesc.Flags flag_ = NvBlastChunkDesc.Flags.NoFlags)
- {
- this.slicesPerAxis = slices;
- this.flag = flag_;
- }
-
- public Vector3 slicesPerAxis;
- public NvBlastChunkDesc.Flags flag;
- };
-
- public enum BondFlags
- {
- NO_BONDS = 0,
- X_BONDS = 1,
- Y_BONDS = 2,
- Z_BONDS = 4,
- ALL_BONDS = X_BONDS | Y_BONDS | Z_BONDS
- };
-
- public class Settings
- {
- public List<DepthInfo> depths = new List<DepthInfo>();
- public Vector3 extents;
- public BondFlags bondFlags = BondFlags.ALL_BONDS;
- public float staticHeight = float.NegativeInfinity;
- };
-
- public struct BlastChunkCube
- {
- public BlastChunkCube(Vector3 position_, Vector3 extents_, bool isStatic_)
- {
- this.position = position_;
- this.extents = extents_;
- this.isStatic = isStatic_;
- }
-
- public Vector3 position;
- public Vector3 extents;
- public bool isStatic;
- };
-
- public List<BlastChunkCube> chunks = new List<BlastChunkCube>();
- public NvBlastAssetDesc solverAssetDesc = new NvBlastAssetDesc();
- public Vector3 extents { get; private set; }
-
- public static CubeAsset generate(Settings settings)
- {
- CubeAsset asset = new CubeAsset();
- asset.extents = settings.extents;
-
- List<NvBlastChunkDesc> solverChunks = new List<NvBlastChunkDesc>();
- List<NvBlastBondDesc> solverBonds = new List<NvBlastBondDesc>();
-
- // initial params
- List<uint> depthStartIDs = new List<uint>();
- List<Vector3> depthSlicesPerAxisTotal = new List<Vector3>();
- uint currentID = 0;
- Vector3 extents = settings.extents;
-
- // Iterate over depths and create children
- for (int depth = 0; depth<settings.depths.Count; depth++)
- {
- Vector3 slicesPerAxis = settings.depths[depth].slicesPerAxis;
- Vector3 slicesPerAxisTotal = (depth == 0) ? slicesPerAxis : Vector3.Scale(slicesPerAxis, (depthSlicesPerAxisTotal[depth - 1]));
- depthSlicesPerAxisTotal.Add(slicesPerAxisTotal);
-
- depthStartIDs.Add(currentID);
-
- extents.x /= slicesPerAxis.x;
- extents.y /= slicesPerAxis.y;
- extents.z /= slicesPerAxis.z;
-
- for (uint z = 0; z< (uint)slicesPerAxisTotal.z; ++z)
- {
- uint parent_z = z / (uint)slicesPerAxis.z;
- for (uint y = 0; y< (uint)slicesPerAxisTotal.y; ++y)
- {
- uint parent_y = y / (uint)slicesPerAxis.y;
- for (uint x = 0; x< (uint)slicesPerAxisTotal.x; ++x)
- {
- uint parent_x = x / (uint)slicesPerAxis.x;
- uint parentID = depth == 0 ? uint.MaxValue :
- depthStartIDs[depth - 1] + parent_x + (uint)depthSlicesPerAxisTotal[depth - 1].x * (parent_y + (uint)depthSlicesPerAxisTotal[depth - 1].y * parent_z);
-
- Vector3 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;
-
- chunkDesc.c0 = position.x;
- chunkDesc.c1 = position.y;
- chunkDesc.c2 = position.z;
- chunkDesc.volume = extents.x * extents.y * extents.z;
- chunkDesc.flags = (uint)settings.depths[depth].flag;
- chunkDesc.userData = currentID++;
- chunkDesc.parentChunkIndex = parentID;
- solverChunks.Add(chunkDesc);
-
- bool isStatic = false;
-
- if (settings.depths[depth].flag == NvBlastChunkDesc.Flags.SupportFlag)
- {
- isStatic = position.y - (extents.y - asset.extents.y) / 2 <= settings.staticHeight;
-
- // x-neighbor
- if (x > 0 && (settings.bondFlags & BondFlags.X_BONDS) != 0)
- {
- Vector3 xNeighborPosition = position - new Vector3(extents.x, 0, 0);
- uint neighborID = chunkDesc.userData - 1;
-
- fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, xNeighborPosition, extents, extents.y* extents.z);
- }
-
- // y-neighbor
- if (y > 0 && (settings.bondFlags & BondFlags.Y_BONDS) != 0)
- {
- Vector3 yNeighborPosition = position - new Vector3(0, extents.y, 0);
- uint neighborID = chunkDesc.userData - (uint)slicesPerAxisTotal.x;
-
- fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, yNeighborPosition, extents, extents.z* extents.x);
- }
-
- // z-neighbor
- if (z > 0 && (settings.bondFlags & BondFlags.Z_BONDS) != 0)
- {
- Vector3 zNeighborPosition = position - new Vector3(0, 0, extents.z);
- uint neighborID = chunkDesc.userData - (uint)slicesPerAxisTotal.x * (uint)slicesPerAxisTotal.y;
-
- fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, zNeighborPosition, extents, extents.x* extents.y);
- }
- }
-
- asset.chunks.Add(new BlastChunkCube(position, extents, isStatic));
- }
- }
- }
- }
-
- // Prepare solver asset desc
- asset.solverAssetDesc.chunkCount = (uint)solverChunks.Count;
- asset.solverAssetDesc.chunkDescs = solverChunks.ToArray();
- asset.solverAssetDesc.bondCount = (uint)solverBonds.Count;
- asset.solverAssetDesc.bondDescs = solverBonds.ToArray();
-
- // Reorder chunks
- uint[] chunkReorderMap = new uint[asset.solverAssetDesc.chunkCount];
- NvBlastExtUtilsWrapper.ReorderAssetDescChunks(asset.solverAssetDesc, chunkReorderMap);
- BlastChunkCube[] chunksTemp = asset.chunks.ToArray();
- for (uint i = 0; i < chunkReorderMap.Length; ++i)
- {
- asset.chunks[(int)chunkReorderMap[i]] = chunksTemp[i];
- }
-
- return asset;
- }
-
- static void fillBondDesc(List<NvBlastBondDesc> bondDescs, uint id0, uint id1, Vector3 pos0, Vector3 pos1, Vector3 size, float area)
- {
- NvBlastBondDesc bondDesc = new NvBlastBondDesc();
- bondDesc.chunk0 = id0;
- bondDesc.chunk1 = id1;
- bondDesc.bond.area = area;
- Vector3 centroid = (pos0 + pos1) * 0.5f;
- bondDesc.bond.c0 = centroid.x;
- bondDesc.bond.c1 = centroid.y;
- bondDesc.bond.c2 = centroid.z;
- Vector3 normal = (pos0 - pos1).normalized;
- bondDesc.bond.n0 = normal.x;
- bondDesc.bond.n1= normal.y;
- bondDesc.bond.n2 = normal.z;
- bondDescs.Add(bondDesc);
- }
-}
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CubeAsset
+{
+ public struct DepthInfo
+ {
+ public DepthInfo(Vector3 slices, NvBlastChunkDesc.Flags flag_ = NvBlastChunkDesc.Flags.NoFlags)
+ {
+ this.slicesPerAxis = slices;
+ this.flag = flag_;
+ }
+
+ public Vector3 slicesPerAxis;
+ public NvBlastChunkDesc.Flags flag;
+ };
+
+ public enum BondFlags
+ {
+ NO_BONDS = 0,
+ X_BONDS = 1,
+ Y_BONDS = 2,
+ Z_BONDS = 4,
+ ALL_BONDS = X_BONDS | Y_BONDS | Z_BONDS
+ };
+
+ public class Settings
+ {
+ public List<DepthInfo> depths = new List<DepthInfo>();
+ public Vector3 extents;
+ public BondFlags bondFlags = BondFlags.ALL_BONDS;
+ public float staticHeight = float.NegativeInfinity;
+ };
+
+ public struct BlastChunkCube
+ {
+ public BlastChunkCube(Vector3 position_, Vector3 extents_, bool isStatic_)
+ {
+ this.position = position_;
+ this.extents = extents_;
+ this.isStatic = isStatic_;
+ }
+
+ public Vector3 position;
+ public Vector3 extents;
+ public bool isStatic;
+ };
+
+ public List<BlastChunkCube> chunks = new List<BlastChunkCube>();
+ public NvBlastAssetDesc solverAssetDesc = new NvBlastAssetDesc();
+ public Vector3 extents { get; private set; }
+
+ public static CubeAsset generate(Settings settings)
+ {
+ CubeAsset asset = new CubeAsset();
+ asset.extents = settings.extents;
+
+ List<NvBlastChunkDesc> solverChunks = new List<NvBlastChunkDesc>();
+ List<NvBlastBondDesc> solverBonds = new List<NvBlastBondDesc>();
+
+ // initial params
+ List<uint> depthStartIDs = new List<uint>();
+ List<Vector3> depthSlicesPerAxisTotal = new List<Vector3>();
+ uint currentID = 0;
+ Vector3 extents = settings.extents;
+
+ // Iterate over depths and create children
+ for (int depth = 0; depth<settings.depths.Count; depth++)
+ {
+ Vector3 slicesPerAxis = settings.depths[depth].slicesPerAxis;
+ Vector3 slicesPerAxisTotal = (depth == 0) ? slicesPerAxis : Vector3.Scale(slicesPerAxis, (depthSlicesPerAxisTotal[depth - 1]));
+ depthSlicesPerAxisTotal.Add(slicesPerAxisTotal);
+
+ depthStartIDs.Add(currentID);
+
+ extents.x /= slicesPerAxis.x;
+ extents.y /= slicesPerAxis.y;
+ extents.z /= slicesPerAxis.z;
+
+ for (uint z = 0; z< (uint)slicesPerAxisTotal.z; ++z)
+ {
+ uint parent_z = z / (uint)slicesPerAxis.z;
+ for (uint y = 0; y< (uint)slicesPerAxisTotal.y; ++y)
+ {
+ uint parent_y = y / (uint)slicesPerAxis.y;
+ for (uint x = 0; x< (uint)slicesPerAxisTotal.x; ++x)
+ {
+ uint parent_x = x / (uint)slicesPerAxis.x;
+ uint parentID = depth == 0 ? uint.MaxValue :
+ depthStartIDs[depth - 1] + parent_x + (uint)depthSlicesPerAxisTotal[depth - 1].x * (parent_y + (uint)depthSlicesPerAxisTotal[depth - 1].y * parent_z);
+
+ Vector3 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;
+
+ chunkDesc.c0 = position.x;
+ chunkDesc.c1 = position.y;
+ chunkDesc.c2 = position.z;
+ chunkDesc.volume = extents.x * extents.y * extents.z;
+ chunkDesc.flags = (uint)settings.depths[depth].flag;
+ chunkDesc.userData = currentID++;
+ chunkDesc.parentChunkIndex = parentID;
+ solverChunks.Add(chunkDesc);
+
+ bool isStatic = false;
+
+ if (settings.depths[depth].flag == NvBlastChunkDesc.Flags.SupportFlag)
+ {
+ isStatic = position.y - (extents.y - asset.extents.y) / 2 <= settings.staticHeight;
+
+ // x-neighbor
+ if (x > 0 && (settings.bondFlags & BondFlags.X_BONDS) != 0)
+ {
+ Vector3 xNeighborPosition = position - new Vector3(extents.x, 0, 0);
+ uint neighborID = chunkDesc.userData - 1;
+
+ fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, xNeighborPosition, extents, extents.y* extents.z);
+ }
+
+ // y-neighbor
+ if (y > 0 && (settings.bondFlags & BondFlags.Y_BONDS) != 0)
+ {
+ Vector3 yNeighborPosition = position - new Vector3(0, extents.y, 0);
+ uint neighborID = chunkDesc.userData - (uint)slicesPerAxisTotal.x;
+
+ fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, yNeighborPosition, extents, extents.z* extents.x);
+ }
+
+ // z-neighbor
+ if (z > 0 && (settings.bondFlags & BondFlags.Z_BONDS) != 0)
+ {
+ Vector3 zNeighborPosition = position - new Vector3(0, 0, extents.z);
+ uint neighborID = chunkDesc.userData - (uint)slicesPerAxisTotal.x * (uint)slicesPerAxisTotal.y;
+
+ fillBondDesc(solverBonds, chunkDesc.userData, neighborID, position, zNeighborPosition, extents, extents.x* extents.y);
+ }
+ }
+
+ asset.chunks.Add(new BlastChunkCube(position, extents, isStatic));
+ }
+ }
+ }
+ }
+
+ // Prepare solver asset desc
+ asset.solverAssetDesc.chunkCount = (uint)solverChunks.Count;
+ asset.solverAssetDesc.chunkDescs = solverChunks.ToArray();
+ asset.solverAssetDesc.bondCount = (uint)solverBonds.Count;
+ asset.solverAssetDesc.bondDescs = solverBonds.ToArray();
+
+ // Reorder chunks
+ uint[] chunkReorderMap = new uint[asset.solverAssetDesc.chunkCount];
+ NvBlastExtUtilsWrapper.ReorderAssetDescChunks(asset.solverAssetDesc, chunkReorderMap);
+ BlastChunkCube[] chunksTemp = asset.chunks.ToArray();
+ for (uint i = 0; i < chunkReorderMap.Length; ++i)
+ {
+ asset.chunks[(int)chunkReorderMap[i]] = chunksTemp[i];
+ }
+
+ return asset;
+ }
+
+ static void fillBondDesc(List<NvBlastBondDesc> bondDescs, uint id0, uint id1, Vector3 pos0, Vector3 pos1, Vector3 size, float area)
+ {
+ NvBlastBondDesc bondDesc = new NvBlastBondDesc();
+ bondDesc.chunk0 = id0;
+ bondDesc.chunk1 = id1;
+ bondDesc.bond.area = area;
+ Vector3 centroid = (pos0 + pos1) * 0.5f;
+ bondDesc.bond.c0 = centroid.x;
+ bondDesc.bond.c1 = centroid.y;
+ bondDesc.bond.c2 = centroid.z;
+ Vector3 normal = (pos0 - pos1).normalized;
+ bondDesc.bond.n0 = normal.x;
+ bondDesc.bond.n1= normal.y;
+ bondDesc.bond.n2 = normal.z;
+ bondDescs.Add(bondDesc);
+ }
+}
diff --git a/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs.meta b/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs.meta
index 0a37254..a7da492 100644..100755
--- a/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs.meta
+++ b/examples/UnityExample/Assets/Scripts/CubeAssetGenerator.cs.meta
@@ -1,12 +1,12 @@
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-guid: efa082786df108947a6fb5d672c1fb1a
-timeCreated: 1481121968
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
+fileFormatVersion: 2
+guid: efa082786df108947a6fb5d672c1fb1a
+timeCreated: 1481121968
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Scripts/CubeFamily.cs b/examples/UnityExample/Assets/Scripts/CubeFamily.cs
index fda0760..0d77853 100644..100755
--- a/examples/UnityExample/Assets/Scripts/CubeFamily.cs
+++ b/examples/UnityExample/Assets/Scripts/CubeFamily.cs
@@ -1,202 +1,202 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Runtime.InteropServices;
-using UnityEngine;
-
-
-public class CubeFamily : MonoBehaviour
-{
- public void Initialize(CubeAsset asset)
- {
- // Blast asset creation
- _cubeAsset = asset;
-
- NvBlastAssetDesc desc = _cubeAsset.solverAssetDesc;
- _blastAsset = new NvBlastAsset(desc);
- Debug.Log(_blastAsset.leafChunkCount);
-
- // Actual Cubes
- var cubePrefab = Resources.Load<GameObject>("CubePrefab");
- _cubes = new GameObject[desc.chunkCount];
- for (int i = 0; i < desc.chunkCount; ++i)
- {
- GameObject cube = GameObject.Instantiate<GameObject>(cubePrefab);
- cube.transform.parent = transform;
- cube.transform.localScale = _cubeAsset.chunks[i].extents;
- cube.transform.localPosition = _cubeAsset.chunks[i].position;
- cube.transform.localRotation = Quaternion.identity;
- cube.SetActive(false);
- Color color = Color.HSVToRGB(UnityEngine.Random.Range(0f, 1f), 0.42f, 1.0f);
- cube.GetComponent<Renderer>().material.color = color;
- _cubes[i] = cube;
- }
-
- // First actor
- _blastFamily = new NvBlastFamily(_blastAsset);
-
- NvBlastActorDesc actorDesc = new NvBlastActorDesc();
- actorDesc.uniformInitialBondHealth = 1.0f;
- actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
- var actor = new NvBlastActor(_blastFamily, actorDesc);
- Debug.Log(actor.visibleChunkCount);
-
- OnActorCreated(actor, Vector3.zero, Quaternion.identity);
-
- // Reserved buffers
- _fractureBuffers = new NvBlastFractureBuffers();
- _fractureBuffers.chunkFractures = Marshal.AllocHGlobal((int)desc.chunkCount * Marshal.SizeOf(typeof(NvBlastChunkFractureData)));
- _fractureBuffers.bondFractures = Marshal.AllocHGlobal((int)desc.bondCount * Marshal.SizeOf(typeof(NvBlastBondFractureData)));
- _leafChunkCount = (uint)_blastAsset.leafChunkCount;
- _newActorsBuffer = Marshal.AllocHGlobal((int)_leafChunkCount * Marshal.SizeOf(typeof(IntPtr)));
- }
-
- private void OnActorCreated(NvBlastActor actor, Vector3 localPosition, Quaternion localRotation)
- {
- var rigidBodyGO = new GameObject("RigidActor");
- rigidBodyGO.transform.SetParent(this.transform, false);
- var rigidbody = rigidBodyGO.AddComponent<Rigidbody>();
- rigidbody.transform.localPosition = localPosition;
- rigidbody.transform.localRotation = localRotation;
-
- // chunks
- var chunkIndices = actor.visibleChunkIndices;
- foreach (var chunkIndex in chunkIndices)
- {
- var chunkCube = _cubes[chunkIndex];
- chunkCube.transform.SetParent(rigidbody.transform, false);
- chunkCube.SetActive(true);
- }
-
- // search for static chunks
- var graphNodeIndices = actor.graphNodeIndices;
- var chunkGraph = _blastAsset.chunkGraph;
- foreach(var node in graphNodeIndices)
- {
- var chunkIndex = Marshal.ReadInt32(chunkGraph.chunkIndices, Marshal.SizeOf(typeof(UInt32)) * (int)node);
- var chunkCube = _cubeAsset.chunks[chunkIndex];
- if(chunkCube.isStatic)
- {
- rigidbody.isKinematic = true;
- break;
- }
- }
-
- actor.userData = rigidbody;
- _actors.Add(rigidbody, actor);
- }
-
- private void OnActorDestroyed(NvBlastActor actor)
- {
- var chunkIndices = actor.visibleChunkIndices;
- foreach (var chunkIndex in chunkIndices)
- {
- var chunkCube = _cubes[chunkIndex];
- chunkCube.transform.SetParent(transform, false);
- chunkCube.SetActive(false);
- }
-
- var rigidbody = (actor.userData as Rigidbody);
- _actors.Remove(rigidbody);
- Destroy(rigidbody.gameObject);
- actor.userData = null;
- }
-
- public void ApplyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive)
- {
- var hits = Physics.OverlapSphere(position, maxRadius);
- foreach (var hit in hits)
- {
- var rb = hit.GetComponentInParent<Rigidbody>();
- if (rb != null)
- {
- ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive);
- }
- }
- }
-
- public bool ApplyRadialDamage(Rigidbody rb, Vector3 position, float minRadius, float maxRadius, float compressive)
- {
- if (_actors.ContainsKey(rb))
- {
- Vector3 localPosition = rb.transform.InverseTransformPoint(position);
- ApplyRadialDamage(_actors[rb], localPosition, minRadius, maxRadius, compressive);
- return true;
- }
- return false;
- }
-
- private void ApplyRadialDamage(NvBlastActor actor, Vector3 localPosition, float minRadius, float maxRadius, float compressive)
- {
- _fractureBuffers.chunkFractureCount = _cubeAsset.solverAssetDesc.chunkCount;
- _fractureBuffers.bondFractureCount = _cubeAsset.solverAssetDesc.bondCount;
-
- NvBlastExtRadialDamageDesc desc = new NvBlastExtRadialDamageDesc();
- desc.minRadius = minRadius;
- desc.maxRadius = maxRadius;
- desc.compressive = compressive;
- desc.p0 = localPosition.x;
- desc.p1 = localPosition.y;
- desc.p2 = localPosition.z;
-
- if (actor.DamageRadialFalloff(_fractureBuffers, desc, 1, null))
- {
- Split(actor);
- }
- }
-
- private void Split(NvBlastActor actor)
- {
- NvBlastActorSplitEvent split = new NvBlastActorSplitEvent();
- split.newActors = _newActorsBuffer;
- var count = actor.Split(split, _leafChunkCount);
-
- Vector3 localPosition = Vector3.zero;
- Quaternion localRotation = Quaternion.identity;
-
- if (split.deletedActor != IntPtr.Zero)
- {
- if (actor.userData != null)
- {
- var parentRigidbody = (actor.userData as Rigidbody);
- localPosition = parentRigidbody.transform.localPosition;
- localRotation = parentRigidbody.transform.localRotation;
- }
- OnActorDestroyed(actor);
- }
- for (int i = 0; i < count; i++)
- {
- int elementSize = Marshal.SizeOf(typeof(IntPtr));
- var ptr = Marshal.ReadIntPtr(split.newActors, elementSize * i);
- OnActorCreated(new NvBlastActor(_blastFamily, ptr), localPosition, localRotation);
- }
- }
-
- private void OnDestroy()
- {
- if (_fractureBuffers != null)
- {
- Marshal.FreeHGlobal(_fractureBuffers.chunkFractures);
- Marshal.FreeHGlobal(_fractureBuffers.bondFractures);
- _fractureBuffers = null;
- }
-
- if (_newActorsBuffer != IntPtr.Zero)
- {
- Marshal.FreeHGlobal(_newActorsBuffer);
- }
-
- _actors.Clear();
- _blastFamily = null;
- _blastAsset = null;
- }
-
- private CubeAsset _cubeAsset;
- private NvBlastAsset _blastAsset;
- private NvBlastFamily _blastFamily;
- private Dictionary<Rigidbody, NvBlastActor> _actors = new Dictionary<Rigidbody, NvBlastActor>();
- private GameObject[] _cubes;
- private NvBlastFractureBuffers _fractureBuffers;
- private IntPtr _newActorsBuffer;
- private uint _leafChunkCount;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using UnityEngine;
+
+
+public class CubeFamily : MonoBehaviour
+{
+ public void Initialize(CubeAsset asset)
+ {
+ // Blast asset creation
+ _cubeAsset = asset;
+
+ NvBlastAssetDesc desc = _cubeAsset.solverAssetDesc;
+ _blastAsset = new NvBlastAsset(desc);
+ Debug.Log(_blastAsset.leafChunkCount);
+
+ // Actual Cubes
+ var cubePrefab = Resources.Load<GameObject>("CubePrefab");
+ _cubes = new GameObject[desc.chunkCount];
+ for (int i = 0; i < desc.chunkCount; ++i)
+ {
+ GameObject cube = GameObject.Instantiate<GameObject>(cubePrefab);
+ cube.transform.parent = transform;
+ cube.transform.localScale = _cubeAsset.chunks[i].extents;
+ cube.transform.localPosition = _cubeAsset.chunks[i].position;
+ cube.transform.localRotation = Quaternion.identity;
+ cube.SetActive(false);
+ Color color = Color.HSVToRGB(UnityEngine.Random.Range(0f, 1f), 0.42f, 1.0f);
+ cube.GetComponent<Renderer>().material.color = color;
+ _cubes[i] = cube;
+ }
+
+ // First actor
+ _blastFamily = new NvBlastFamily(_blastAsset);
+
+ NvBlastActorDesc actorDesc = new NvBlastActorDesc();
+ actorDesc.uniformInitialBondHealth = 1.0f;
+ actorDesc.uniformInitialLowerSupportChunkHealth = 1.0f;
+ var actor = new NvBlastActor(_blastFamily, actorDesc);
+ Debug.Log(actor.visibleChunkCount);
+
+ OnActorCreated(actor, Vector3.zero, Quaternion.identity);
+
+ // Reserved buffers
+ _fractureBuffers = new NvBlastFractureBuffers();
+ _fractureBuffers.chunkFractures = Marshal.AllocHGlobal((int)desc.chunkCount * Marshal.SizeOf(typeof(NvBlastChunkFractureData)));
+ _fractureBuffers.bondFractures = Marshal.AllocHGlobal((int)desc.bondCount * Marshal.SizeOf(typeof(NvBlastBondFractureData)));
+ _leafChunkCount = (uint)_blastAsset.leafChunkCount;
+ _newActorsBuffer = Marshal.AllocHGlobal((int)_leafChunkCount * Marshal.SizeOf(typeof(IntPtr)));
+ }
+
+ private void OnActorCreated(NvBlastActor actor, Vector3 localPosition, Quaternion localRotation)
+ {
+ var rigidBodyGO = new GameObject("RigidActor");
+ rigidBodyGO.transform.SetParent(this.transform, false);
+ var rigidbody = rigidBodyGO.AddComponent<Rigidbody>();
+ rigidbody.transform.localPosition = localPosition;
+ rigidbody.transform.localRotation = localRotation;
+
+ // chunks
+ var chunkIndices = actor.visibleChunkIndices;
+ foreach (var chunkIndex in chunkIndices)
+ {
+ var chunkCube = _cubes[chunkIndex];
+ chunkCube.transform.SetParent(rigidbody.transform, false);
+ chunkCube.SetActive(true);
+ }
+
+ // search for static chunks
+ var graphNodeIndices = actor.graphNodeIndices;
+ var chunkGraph = _blastAsset.chunkGraph;
+ foreach(var node in graphNodeIndices)
+ {
+ var chunkIndex = Marshal.ReadInt32(chunkGraph.chunkIndices, Marshal.SizeOf(typeof(UInt32)) * (int)node);
+ var chunkCube = _cubeAsset.chunks[chunkIndex];
+ if(chunkCube.isStatic)
+ {
+ rigidbody.isKinematic = true;
+ break;
+ }
+ }
+
+ actor.userData = rigidbody;
+ _actors.Add(rigidbody, actor);
+ }
+
+ private void OnActorDestroyed(NvBlastActor actor)
+ {
+ var chunkIndices = actor.visibleChunkIndices;
+ foreach (var chunkIndex in chunkIndices)
+ {
+ var chunkCube = _cubes[chunkIndex];
+ chunkCube.transform.SetParent(transform, false);
+ chunkCube.SetActive(false);
+ }
+
+ var rigidbody = (actor.userData as Rigidbody);
+ _actors.Remove(rigidbody);
+ Destroy(rigidbody.gameObject);
+ actor.userData = null;
+ }
+
+ public void ApplyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive)
+ {
+ var hits = Physics.OverlapSphere(position, maxRadius);
+ foreach (var hit in hits)
+ {
+ var rb = hit.GetComponentInParent<Rigidbody>();
+ if (rb != null)
+ {
+ ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive);
+ }
+ }
+ }
+
+ public bool ApplyRadialDamage(Rigidbody rb, Vector3 position, float minRadius, float maxRadius, float compressive)
+ {
+ if (_actors.ContainsKey(rb))
+ {
+ Vector3 localPosition = rb.transform.InverseTransformPoint(position);
+ ApplyRadialDamage(_actors[rb], localPosition, minRadius, maxRadius, compressive);
+ return true;
+ }
+ return false;
+ }
+
+ private void ApplyRadialDamage(NvBlastActor actor, Vector3 localPosition, float minRadius, float maxRadius, float compressive)
+ {
+ _fractureBuffers.chunkFractureCount = _cubeAsset.solverAssetDesc.chunkCount;
+ _fractureBuffers.bondFractureCount = _cubeAsset.solverAssetDesc.bondCount;
+
+ NvBlastExtRadialDamageDesc desc = new NvBlastExtRadialDamageDesc();
+ desc.minRadius = minRadius;
+ desc.maxRadius = maxRadius;
+ desc.compressive = compressive;
+ desc.p0 = localPosition.x;
+ desc.p1 = localPosition.y;
+ desc.p2 = localPosition.z;
+
+ if (actor.DamageRadialFalloff(_fractureBuffers, desc, 1, null))
+ {
+ Split(actor);
+ }
+ }
+
+ private void Split(NvBlastActor actor)
+ {
+ NvBlastActorSplitEvent split = new NvBlastActorSplitEvent();
+ split.newActors = _newActorsBuffer;
+ var count = actor.Split(split, _leafChunkCount);
+
+ Vector3 localPosition = Vector3.zero;
+ Quaternion localRotation = Quaternion.identity;
+
+ if (split.deletedActor != IntPtr.Zero)
+ {
+ if (actor.userData != null)
+ {
+ var parentRigidbody = (actor.userData as Rigidbody);
+ localPosition = parentRigidbody.transform.localPosition;
+ localRotation = parentRigidbody.transform.localRotation;
+ }
+ OnActorDestroyed(actor);
+ }
+ for (int i = 0; i < count; i++)
+ {
+ int elementSize = Marshal.SizeOf(typeof(IntPtr));
+ var ptr = Marshal.ReadIntPtr(split.newActors, elementSize * i);
+ OnActorCreated(new NvBlastActor(_blastFamily, ptr), localPosition, localRotation);
+ }
+ }
+
+ private void OnDestroy()
+ {
+ if (_fractureBuffers != null)
+ {
+ Marshal.FreeHGlobal(_fractureBuffers.chunkFractures);
+ Marshal.FreeHGlobal(_fractureBuffers.bondFractures);
+ _fractureBuffers = null;
+ }
+
+ if (_newActorsBuffer != IntPtr.Zero)
+ {
+ Marshal.FreeHGlobal(_newActorsBuffer);
+ }
+
+ _actors.Clear();
+ _blastFamily = null;
+ _blastAsset = null;
+ }
+
+ private CubeAsset _cubeAsset;
+ private NvBlastAsset _blastAsset;
+ private NvBlastFamily _blastFamily;
+ private Dictionary<Rigidbody, NvBlastActor> _actors = new Dictionary<Rigidbody, NvBlastActor>();
+ private GameObject[] _cubes;
+ private NvBlastFractureBuffers _fractureBuffers;
+ private IntPtr _newActorsBuffer;
+ private uint _leafChunkCount;
} \ No newline at end of file
diff --git a/examples/UnityExample/Assets/Scripts/CubeFamily.cs.meta b/examples/UnityExample/Assets/Scripts/CubeFamily.cs.meta
index f61e39a..5992474 100644..100755
--- a/examples/UnityExample/Assets/Scripts/CubeFamily.cs.meta
+++ b/examples/UnityExample/Assets/Scripts/CubeFamily.cs.meta
@@ -1,12 +1,12 @@
-fileFormatVersion: 2
-guid: 0fe5c9affaa641644b99cb8e384234d4
-timeCreated: 1481725814
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
+fileFormatVersion: 2
+guid: 0fe5c9affaa641644b99cb8e384234d4
+timeCreated: 1481725814
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Scripts/Demo.cs b/examples/UnityExample/Assets/Scripts/Demo.cs
index eb60d26..725229e 100644..100755
--- a/examples/UnityExample/Assets/Scripts/Demo.cs
+++ b/examples/UnityExample/Assets/Scripts/Demo.cs
@@ -1,120 +1,120 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class Demo : MonoBehaviour
-{
- public GameObject hitSphere;
-
- void Awake ()
- {
- generateCity();
- }
-
- private void generateCity()
- {
- const int BUILDING_TYPE_COUNT = 5;
- Vector3 BUILDING_MIN_SIZE = new Vector3(10, 10, 10);
- Vector3 BUILDING_MAX_SIZE = new Vector3(50, 200, 50);
-
- List<CubeAsset> buildingTypes = new List<CubeAsset>(BUILDING_TYPE_COUNT);
- for (int i = 0; i < BUILDING_TYPE_COUNT; ++i)
- {
- CubeAsset.Settings settings = new CubeAsset.Settings();
- settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(1, 1, 1), NvBlastChunkDesc.Flags.NoFlags));
- settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(1, 2, 1), NvBlastChunkDesc.Flags.NoFlags));
- settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(2, 3, 2), NvBlastChunkDesc.Flags.NoFlags));
- settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(2, 2, 2), NvBlastChunkDesc.Flags.SupportFlag));
- settings.extents = new Vector3(Random.Range(BUILDING_MIN_SIZE.x, BUILDING_MAX_SIZE.x), Random.Range(BUILDING_MIN_SIZE.y, BUILDING_MAX_SIZE.y), Random.Range(BUILDING_MIN_SIZE.z, BUILDING_MAX_SIZE.z));
- settings.staticHeight = 10.0f;
-
- CubeAsset cubeAsset = CubeAsset.generate(settings);
-
- buildingTypes.Add(cubeAsset);
- }
-
- int totalBuildings = 0;
-
- const float CITY_HALF_SIZE = 200.0f;
- const float SPARSITY = 30.0f;
- const int BUILDING_COUNT_MAX = 20;
- Vector2 pos = new Vector2(-CITY_HALF_SIZE, -CITY_HALF_SIZE);
- float buildingYMax = 0.0f;
- while (pos.y < CITY_HALF_SIZE && totalBuildings < BUILDING_COUNT_MAX)
- {
- // random jump
- pos.x += Random.Range(0.0f, SPARSITY);
- if(pos.x > CITY_HALF_SIZE)
- {
- pos.x = -CITY_HALF_SIZE;
- pos.y += buildingYMax + Random.Range(0.0f, SPARSITY);
- buildingYMax = 0.0f;
- continue;
- }
-
- // random bulding type spawn
- int type = Random.Range(0, buildingTypes.Count);
- var cubeFamily = (new GameObject("Cube Actor #" + type)).AddComponent<CubeFamily>();
- CubeAsset asset = buildingTypes[type];
- cubeFamily.transform.localPosition = new Vector3(pos.x, asset.extents.y / 2.0f, pos.y);
- pos.x += asset.extents.x;
- buildingYMax = Mathf.Max(buildingYMax, asset.extents.z);
- cubeFamily.Initialize(asset);
- totalBuildings++;
- }
- }
-
- private IEnumerator applyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive, float explosive = 3000.0f)
- {
- var hits = Physics.OverlapSphere(position, maxRadius);
- foreach (var hit in hits)
- {
- var rb = hit.GetComponentInParent<Rigidbody>();
- var family = hit.GetComponentInParent<CubeFamily>();
- if (rb != null && family != null)
- {
- family.ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive);
- }
- }
-
- yield return new WaitForEndOfFrame();
-
- hits = Physics.OverlapSphere(position, maxRadius);
- foreach (var hit in hits)
- {
- var rb = hit.GetComponentInParent<Rigidbody>();
- if(rb != null)
- {
- rb.AddExplosionForce(explosive, position, maxRadius, 3.0f);
- }
- }
- }
-
- private void Update()
- {
- hitSphere.SetActive(false);
- bool isActive = false;
- if (true)
- {
- var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
- RaycastHit hit;
- if(Physics.Raycast(ray, out hit))
- {
- hitSphere.transform.position = hit.point;
- isActive = true;
- }
- }
-
- _hitSphereSize += Input.GetAxis("Mouse ScrollWheel") * 10.0f;
-
- if (Input.GetMouseButton(0))
- {
- StartCoroutine(applyRadialDamage(hitSphere.transform.position, 0.0f, _hitSphereSize, 10.0f));
- }
-
- hitSphere.SetActive(isActive);
- hitSphere.transform.localScale = new Vector3(_hitSphereSize, _hitSphereSize, _hitSphereSize);
- }
-
- private float _hitSphereSize = 25.0f;
-}
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Demo : MonoBehaviour
+{
+ public GameObject hitSphere;
+
+ void Awake ()
+ {
+ generateCity();
+ }
+
+ private void generateCity()
+ {
+ const int BUILDING_TYPE_COUNT = 5;
+ Vector3 BUILDING_MIN_SIZE = new Vector3(10, 10, 10);
+ Vector3 BUILDING_MAX_SIZE = new Vector3(50, 200, 50);
+
+ List<CubeAsset> buildingTypes = new List<CubeAsset>(BUILDING_TYPE_COUNT);
+ for (int i = 0; i < BUILDING_TYPE_COUNT; ++i)
+ {
+ CubeAsset.Settings settings = new CubeAsset.Settings();
+ settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(1, 1, 1), NvBlastChunkDesc.Flags.NoFlags));
+ settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(1, 2, 1), NvBlastChunkDesc.Flags.NoFlags));
+ settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(2, 3, 2), NvBlastChunkDesc.Flags.NoFlags));
+ settings.depths.Add(new CubeAsset.DepthInfo(new Vector3(2, 2, 2), NvBlastChunkDesc.Flags.SupportFlag));
+ settings.extents = new Vector3(Random.Range(BUILDING_MIN_SIZE.x, BUILDING_MAX_SIZE.x), Random.Range(BUILDING_MIN_SIZE.y, BUILDING_MAX_SIZE.y), Random.Range(BUILDING_MIN_SIZE.z, BUILDING_MAX_SIZE.z));
+ settings.staticHeight = 10.0f;
+
+ CubeAsset cubeAsset = CubeAsset.generate(settings);
+
+ buildingTypes.Add(cubeAsset);
+ }
+
+ int totalBuildings = 0;
+
+ const float CITY_HALF_SIZE = 200.0f;
+ const float SPARSITY = 30.0f;
+ const int BUILDING_COUNT_MAX = 20;
+ Vector2 pos = new Vector2(-CITY_HALF_SIZE, -CITY_HALF_SIZE);
+ float buildingYMax = 0.0f;
+ while (pos.y < CITY_HALF_SIZE && totalBuildings < BUILDING_COUNT_MAX)
+ {
+ // random jump
+ pos.x += Random.Range(0.0f, SPARSITY);
+ if(pos.x > CITY_HALF_SIZE)
+ {
+ pos.x = -CITY_HALF_SIZE;
+ pos.y += buildingYMax + Random.Range(0.0f, SPARSITY);
+ buildingYMax = 0.0f;
+ continue;
+ }
+
+ // random bulding type spawn
+ int type = Random.Range(0, buildingTypes.Count);
+ var cubeFamily = (new GameObject("Cube Actor #" + type)).AddComponent<CubeFamily>();
+ CubeAsset asset = buildingTypes[type];
+ cubeFamily.transform.localPosition = new Vector3(pos.x, asset.extents.y / 2.0f, pos.y);
+ pos.x += asset.extents.x;
+ buildingYMax = Mathf.Max(buildingYMax, asset.extents.z);
+ cubeFamily.Initialize(asset);
+ totalBuildings++;
+ }
+ }
+
+ private IEnumerator applyRadialDamage(Vector3 position, float minRadius, float maxRadius, float compressive, float explosive = 3000.0f)
+ {
+ var hits = Physics.OverlapSphere(position, maxRadius);
+ foreach (var hit in hits)
+ {
+ var rb = hit.GetComponentInParent<Rigidbody>();
+ var family = hit.GetComponentInParent<CubeFamily>();
+ if (rb != null && family != null)
+ {
+ family.ApplyRadialDamage(rb, position, minRadius, maxRadius, compressive);
+ }
+ }
+
+ yield return new WaitForEndOfFrame();
+
+ hits = Physics.OverlapSphere(position, maxRadius);
+ foreach (var hit in hits)
+ {
+ var rb = hit.GetComponentInParent<Rigidbody>();
+ if(rb != null)
+ {
+ rb.AddExplosionForce(explosive, position, maxRadius, 3.0f);
+ }
+ }
+ }
+
+ private void Update()
+ {
+ hitSphere.SetActive(false);
+ bool isActive = false;
+ if (true)
+ {
+ var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+ RaycastHit hit;
+ if(Physics.Raycast(ray, out hit))
+ {
+ hitSphere.transform.position = hit.point;
+ isActive = true;
+ }
+ }
+
+ _hitSphereSize += Input.GetAxis("Mouse ScrollWheel") * 10.0f;
+
+ if (Input.GetMouseButton(0))
+ {
+ StartCoroutine(applyRadialDamage(hitSphere.transform.position, 0.0f, _hitSphereSize, 10.0f));
+ }
+
+ hitSphere.SetActive(isActive);
+ hitSphere.transform.localScale = new Vector3(_hitSphereSize, _hitSphereSize, _hitSphereSize);
+ }
+
+ private float _hitSphereSize = 25.0f;
+}
diff --git a/examples/UnityExample/Assets/Scripts/Demo.cs.meta b/examples/UnityExample/Assets/Scripts/Demo.cs.meta
index edd0d3b..5e49416 100644..100755
--- a/examples/UnityExample/Assets/Scripts/Demo.cs.meta
+++ b/examples/UnityExample/Assets/Scripts/Demo.cs.meta
@@ -1,12 +1,12 @@
-fileFormatVersion: 2
-guid: 7a62789bffb0bef4e9757f9848620e3f
-timeCreated: 1481120125
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
+fileFormatVersion: 2
+guid: 7a62789bffb0bef4e9757f9848620e3f
+timeCreated: 1481120125
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/examples/UnityExample/Assets/Scripts/FreeCamera.cs b/examples/UnityExample/Assets/Scripts/FreeCamera.cs
index 1e9fd67..552ed3b 100644..100755
--- a/examples/UnityExample/Assets/Scripts/FreeCamera.cs
+++ b/examples/UnityExample/Assets/Scripts/FreeCamera.cs
@@ -1,61 +1,61 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class FreeCamera : MonoBehaviour
-{
- public float cameraSensitivity = 90;
- public float climbSpeed = 4;
- public float normalMoveSpeed = 10;
- public float slowMoveFactor = 0.25f;
- public float fastMoveFactor = 3;
-
- private float rotationX = 0.0f;
- private float rotationY = 0.0f;
-
- void Start()
- {
- Cursor.lockState = CursorLockMode.Confined;
- rotationX = transform.localRotation.eulerAngles.y;
- rotationY = -transform.localRotation.eulerAngles.x;
- }
-
- void Update()
- {
- if(!Input.GetMouseButton(1))
- {
- return;
- }
-
- rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
- rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
- rotationY = Mathf.Clamp(rotationY, -90, 90);
-
- transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
- transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
-
- if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
- {
- transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
- transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
- }
- else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
- {
- transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
- transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
- }
- else
- {
- transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
- transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
- }
-
- if (Input.GetKey(KeyCode.Q)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
- if (Input.GetKey(KeyCode.E)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
-
- //if (Input.GetKeyDown(KeyCode.End))
- //{
- // Cursor.lockState = (Cursor.lockState == CursorLockMode.Confined) ? CursorLockMode.None : CursorLockMode.Confined;
- //}
- }
-}
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class FreeCamera : MonoBehaviour
+{
+ public float cameraSensitivity = 90;
+ public float climbSpeed = 4;
+ public float normalMoveSpeed = 10;
+ public float slowMoveFactor = 0.25f;
+ public float fastMoveFactor = 3;
+
+ private float rotationX = 0.0f;
+ private float rotationY = 0.0f;
+
+ void Start()
+ {
+ Cursor.lockState = CursorLockMode.Confined;
+ rotationX = transform.localRotation.eulerAngles.y;
+ rotationY = -transform.localRotation.eulerAngles.x;
+ }
+
+ void Update()
+ {
+ if(!Input.GetMouseButton(1))
+ {
+ return;
+ }
+
+ rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
+ rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
+ rotationY = Mathf.Clamp(rotationY, -90, 90);
+
+ transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
+ transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
+
+ if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
+ {
+ transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
+ transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
+ }
+ else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
+ {
+ transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
+ transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
+ }
+ else
+ {
+ transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
+ transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
+ }
+
+ if (Input.GetKey(KeyCode.Q)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
+ if (Input.GetKey(KeyCode.E)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
+
+ //if (Input.GetKeyDown(KeyCode.End))
+ //{
+ // Cursor.lockState = (Cursor.lockState == CursorLockMode.Confined) ? CursorLockMode.None : CursorLockMode.Confined;
+ //}
+ }
+}
diff --git a/examples/UnityExample/Assets/Scripts/FreeCamera.cs.meta b/examples/UnityExample/Assets/Scripts/FreeCamera.cs.meta
index 081cae7..f9f0486 100644..100755
--- a/examples/UnityExample/Assets/Scripts/FreeCamera.cs.meta
+++ b/examples/UnityExample/Assets/Scripts/FreeCamera.cs.meta
@@ -1,12 +1,12 @@
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