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Diffstat (limited to 'sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h')
| -rwxr-xr-x | sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h | 141 |
1 files changed, 0 insertions, 141 deletions
diff --git a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h b/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h deleted file mode 100755 index d174850..0000000 --- a/sdk/extensions/authoring/include/NvBlastExtAuthoringCollisionBuilder.h +++ /dev/null @@ -1,141 +0,0 @@ -// 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 Vertex;
-
-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;
-
- virtual physx::PxConvexMesh* buildConvexMeshRT(const Nv::Blast::Vertex* vrs, uint32_t count) = 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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