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Diffstat (limited to 'sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h | 276 |
1 files changed, 138 insertions, 138 deletions
diff --git a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h b/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h index 03ef8a8..cde115a 100644..100755 --- a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h +++ b/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h @@ -1,138 +1,138 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H -#define NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H - -#include "NvBlastTypes.h" - -namespace physx -{ -class PxCooking; -class PxPhysicsInsertionCallback; -class PxVec3; -class PxConvexMesh; -} - - -namespace Nv -{ -namespace Blast -{ - -struct CollisionHull; -struct Triangle; - -struct CollisionParams -{ - CollisionParams() - { - setDefault(); - } - void setDefault() - { - maximumNumberOfHulls = 8; - maximumNumberOfVerticesPerHull = 64; - voxelGridResolution = 1000000; - concavity = 0.0025f; - } - uint32_t maximumNumberOfHulls; // Maximum number of convex hull generated for one chunk. If equal to 1 convex decomposition is disabled. - uint32_t maximumNumberOfVerticesPerHull; // Controls the maximum number of triangles per convex-hull (default=64, range=4-1024) - uint32_t voxelGridResolution; // Voxel grid resolution used for chunk convex decomposition (default=1,000,000, range=10,000-16,000,000). - float concavity; // Value between 0 and 1, controls how accurate hull generation is -}; - -/** - ConvexMeshBuilder provides routine to build collision hulls from array of vertices. - Collision hull is built as convex hull of provided point set. - If due to some reason building of convex hull is failed, collision hull is built as bounding box of vertex set. -*/ -class ConvexMeshBuilder -{ -public: - virtual ~ConvexMeshBuilder() {} - - /** - Release ConvexMeshBuilder memory - */ - virtual void release() = 0; - - /** - Method creates CollisionHull from provided array of vertices. - \param[in] verticesCount Number of vertices - \param[in] vertexData Vertex array of some object, for which collision geometry should be built - \param[out] output Reference on CollisionHull object in which generated geometry should be saved - */ - virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0; - - /** - Method creates PxConvexMesh from provided array of vertices. - \param[in] verticesCount Number of vertices - \param[in] vertexData Vertex array of some object, for which collision geometry should be built - - \return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise. - */ - virtual physx::PxConvexMesh* buildConvexMesh(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0; - - - /** - Method creates PxConvexMesh from provided ConvexHull geometry - \param[in] hull ConvexHull geometry - - \return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise. - */ - virtual physx::PxConvexMesh* buildConvexMesh(const CollisionHull& hull) = 0; - - - /** - Convex geometry trimming. - Using slicing with noised slicing surface can result in intersecting collision geometry. - It leads to unstable behaviour of rigid body simulation. - This method trims all intersecting parts of collision geometry. - As a drawback, trimming collision geometry can lead to penetrating render meshes during simulation. - - \param[in] chunksCount Number of chunks - \param[in,out] in ConvexHull geometry which should be clipped. - \param[in] chunkDepth Array of depth levels of convex hulls corresponding chunks. - - */ - virtual void trimCollisionGeometry(uint32_t chunksCount, CollisionHull** in, const uint32_t* chunkDepth) = 0; - - - /** - Create mesh convex decomposition - */ - virtual int32_t buildMeshConvexDecomposition(const Nv::Blast::Triangle* mesh, uint32_t triangleCount, const CollisionParams& params, CollisionHull** &convexes) = 0; - -}; - -} // namespace Blast -} // namespace Nv - - -#endif // ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H
+#define NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H
+
+#include "NvBlastTypes.h"
+
+namespace physx
+{
+class PxCooking;
+class PxPhysicsInsertionCallback;
+class PxVec3;
+class PxConvexMesh;
+}
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+struct CollisionHull;
+struct Triangle;
+
+struct CollisionParams
+{
+ CollisionParams()
+ {
+ setDefault();
+ }
+ void setDefault()
+ {
+ maximumNumberOfHulls = 8;
+ maximumNumberOfVerticesPerHull = 64;
+ voxelGridResolution = 1000000;
+ concavity = 0.0025f;
+ }
+ uint32_t maximumNumberOfHulls; // Maximum number of convex hull generated for one chunk. If equal to 1 convex decomposition is disabled.
+ uint32_t maximumNumberOfVerticesPerHull; // Controls the maximum number of triangles per convex-hull (default=64, range=4-1024)
+ uint32_t voxelGridResolution; // Voxel grid resolution used for chunk convex decomposition (default=1,000,000, range=10,000-16,000,000).
+ float concavity; // Value between 0 and 1, controls how accurate hull generation is
+};
+
+/**
+ ConvexMeshBuilder provides routine to build collision hulls from array of vertices.
+ Collision hull is built as convex hull of provided point set.
+ If due to some reason building of convex hull is failed, collision hull is built as bounding box of vertex set.
+*/
+class ConvexMeshBuilder
+{
+public:
+ virtual ~ConvexMeshBuilder() {}
+
+ /**
+ Release ConvexMeshBuilder memory
+ */
+ virtual void release() = 0;
+
+ /**
+ Method creates CollisionHull from provided array of vertices.
+ \param[in] verticesCount Number of vertices
+ \param[in] vertexData Vertex array of some object, for which collision geometry should be built
+ \param[out] output Reference on CollisionHull object in which generated geometry should be saved
+ */
+ virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0;
+
+ /**
+ Method creates PxConvexMesh from provided array of vertices.
+ \param[in] verticesCount Number of vertices
+ \param[in] vertexData Vertex array of some object, for which collision geometry should be built
+
+ \return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise.
+ */
+ virtual physx::PxConvexMesh* buildConvexMesh(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0;
+
+
+ /**
+ Method creates PxConvexMesh from provided ConvexHull geometry
+ \param[in] hull ConvexHull geometry
+
+ \return pointer to the PxConvexMesh object if it was built successfully, 'nullptr' otherwise.
+ */
+ virtual physx::PxConvexMesh* buildConvexMesh(const CollisionHull& hull) = 0;
+
+
+ /**
+ Convex geometry trimming.
+ Using slicing with noised slicing surface can result in intersecting collision geometry.
+ It leads to unstable behaviour of rigid body simulation.
+ This method trims all intersecting parts of collision geometry.
+ As a drawback, trimming collision geometry can lead to penetrating render meshes during simulation.
+
+ \param[in] chunksCount Number of chunks
+ \param[in,out] in ConvexHull geometry which should be clipped.
+ \param[in] chunkDepth Array of depth levels of convex hulls corresponding chunks.
+
+ */
+ virtual void trimCollisionGeometry(uint32_t chunksCount, CollisionHull** in, const uint32_t* chunkDepth) = 0;
+
+
+ /**
+ Create mesh convex decomposition
+ */
+ virtual int32_t buildMeshConvexDecomposition(const Nv::Blast::Triangle* mesh, uint32_t triangleCount, const CollisionParams& params, CollisionHull** &convexes) = 0;
+
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H
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