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-rw-r--r--sdk/extensions/authoring/source/NvBlastExtAuthoring.cpp262
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diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoring.cpp b/sdk/extensions/authoring/source/NvBlastExtAuthoring.cpp
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+/*
+* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, related documentation
+* and any modifications thereto. Any use, reproduction, disclosure or
+* distribution of this software and related documentation without an express
+* license agreement from NVIDIA CORPORATION is strictly prohibited.
+*/
+
+#include "NvBlastExtAuthoring.h"
+#include "NvBlastExtAuthoringMeshImpl.h"
+#include "NvBlastExtAuthoringMeshCleanerImpl.h"
+#include "NvBlastExtAuthoringFractureToolImpl.h"
+#include "NvBlastExtAuthoringCollisionBuilderImpl.h"
+#include "NvBlastExtAuthoringBondGeneratorImpl.h"
+#include "NvBlastTypes.h"
+#include "NvBlastIndexFns.h"
+#include "NvBlast.h"
+#include "NvBlastGlobals.h"
+#include "NvBlastExtPxAsset.h"
+
+#include <algorithm>
+#include <memory>
+
+using namespace Nv::Blast;
+using namespace physx;
+
+#define SAFE_ARRAY_NEW(T, x) ((x) > 0) ? new T[x] : nullptr;
+#define SAFE_ARRAY_DELETE(x) if (x != nullptr) {delete[] x; x = nullptr;}
+
+Mesh* NvBlastExtAuthoringCreateMesh(const PxVec3* position, const PxVec3* normals, const PxVec2* uv, uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount)
+{
+ return new MeshImpl(position, normals, uv, verticesCount, indices, indicesCount);
+}
+
+MeshCleaner* NvBlastExtAuthoringCreateMeshCleaner()
+{
+ return new MeshCleanerImpl;
+}
+
+VoronoiSitesGenerator* NvBlastExtAuthoringCreateVoronoiSitesGenerator(Mesh* mesh, RandomGeneratorBase* rng)
+{
+ return new VoronoiSitesGeneratorImpl(mesh, rng);
+}
+
+FractureTool* NvBlastExtAuthoringCreateFractureTool()
+{
+ return new FractureToolImpl;
+}
+
+BlastBondGenerator* NvBlastExtAuthoringCreateBondGenerator(PxCooking* cooking, PxPhysicsInsertionCallback* insertionCallback)
+{
+ return new BlastBondGeneratorImpl(cooking, insertionCallback);
+}
+
+ConvexMeshBuilder* NvBlastExtAuthoringCreateConvexMeshBuilder(PxCooking* cooking, PxPhysicsInsertionCallback* insertionCallback)
+{
+ return new ConvexMeshBuilderImpl(cooking, insertionCallback);
+}
+
+void buildPhysicsChunks(ConvexMeshBuilder& collisionBuilder, AuthoringResult& result)
+{
+ uint32_t chunkCount = (uint32_t)result.chunkCount;
+ result.collisionHullOffset = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
+ result.collisionHullOffset[0] = 0;
+ result.collisionHull = SAFE_ARRAY_NEW(CollisionHull*, chunkCount);
+ result.physicsSubchunks = SAFE_ARRAY_NEW(ExtPxSubchunk, chunkCount);
+ result.physicsChunks = SAFE_ARRAY_NEW(ExtPxChunk, chunkCount);
+ for (uint32_t i = 0; i < chunkCount; ++i)
+ {
+ std::vector<physx::PxVec3> vertices;
+ for (uint32_t p = result.geometryOffset[i]; p < result.geometryOffset[i+1]; ++p)
+ {
+ Nv::Blast::Triangle& tri = result.geometry[p];
+ vertices.push_back(tri.a.p);
+ vertices.push_back(tri.b.p);
+ vertices.push_back(tri.c.p);
+ }
+
+ result.collisionHullOffset[i + 1] = result.collisionHullOffset[i] + 1;
+ result.collisionHull[i] = collisionBuilder.buildCollisionGeometry((uint32_t)vertices.size(), vertices.data());
+ result.physicsSubchunks[i].transform = physx::PxTransform(physx::PxIdentity);
+ result.physicsSubchunks[i].geometry = physx::PxConvexMeshGeometry(collisionBuilder.buildConvexMesh(*result.collisionHull[i]));
+
+ result.physicsChunks[i].isStatic = false;
+ result.physicsChunks[i].subchunkCount = 1;
+ result.physicsChunks[i].firstSubchunkIndex = i;
+ //outPhysicsChunks.get()[i].subchunks = &outPhysicsSubchunks[i];
+ }
+}
+
+
+struct AuthoringResultImpl : public AuthoringResult
+{
+ void releaseCollisionHulls() override
+ {
+ if (collisionHull != nullptr)
+ {
+ for (uint32_t ch = 0; ch < collisionHullOffset[chunkCount]; ch++)
+ {
+ collisionHull[ch]->release();
+ }
+ SAFE_ARRAY_DELETE(collisionHullOffset);
+ SAFE_ARRAY_DELETE(collisionHull);
+ }
+ }
+
+ void release() override
+ {
+ releaseCollisionHulls();
+ NVBLAST_FREE(asset);
+ SAFE_ARRAY_DELETE(assetToFractureChunkIdMap);
+ SAFE_ARRAY_DELETE(geometryOffset);
+ SAFE_ARRAY_DELETE(geometry);
+ SAFE_ARRAY_DELETE(chunkDescs);
+ SAFE_ARRAY_DELETE(bondDescs);
+ SAFE_ARRAY_DELETE(physicsChunks);
+ SAFE_ARRAY_DELETE(physicsSubchunks);
+ delete this;
+ }
+};
+
+AuthoringResult* NvBlastExtAuthoringProcessFracture(FractureTool& fTool, BlastBondGenerator& bondGenerator, ConvexMeshBuilder& collisionBuilder, int32_t defaultSupportDepth)
+{
+ fTool.finalizeFracturing();
+ const uint32_t chunkCount = fTool.getChunkCount();
+ if (chunkCount == 0)
+ {
+ return nullptr;
+ }
+ AuthoringResultImpl* ret = new AuthoringResultImpl;
+ if (ret == nullptr)
+ {
+ return nullptr;
+ }
+ AuthoringResult& aResult = *ret;
+ aResult.chunkCount = chunkCount;
+
+ std::shared_ptr<bool> isSupport(new bool[chunkCount], [](bool* b) {delete[] b; });
+ memset(isSupport.get(), 0, sizeof(bool) * chunkCount);
+ for (uint32_t i = 0; i < fTool.getChunkCount(); ++i)
+ {
+ if (defaultSupportDepth < 0 || fTool.getChunkDepth(fTool.getChunkId(i)) < defaultSupportDepth)
+ {
+ isSupport.get()[i] = fTool.getChunkInfo(i).isLeaf;
+ }
+ else if (fTool.getChunkDepth(fTool.getChunkId(i)) == defaultSupportDepth)
+ {
+ isSupport.get()[i] = true;
+ }
+ }
+
+ BondGenerationConfig cnf;
+ cnf.bondMode = BondGenerationConfig::EXACT;
+
+ //NvBlastChunkDesc>& chunkDescs = aResult.chunkDescs;
+ //std::shared_ptr<NvBlastBondDesc>& bondDescs = aResult.bondDescs;
+ const uint32_t bondCount = bondGenerator.buildDescFromInternalFracture(&fTool, isSupport.get(), aResult.bondDescs, aResult.chunkDescs);
+ aResult.bondCount = bondCount;
+ if (bondCount == 0)
+ {
+ aResult.bondDescs = nullptr;
+ }
+
+ // order chunks, build map
+ std::vector<uint32_t> chunkReorderInvMap;
+ {
+ std::vector<uint32_t> chunkReorderMap(chunkCount);
+ std::vector<char> scratch(chunkCount * sizeof(NvBlastChunkDesc));
+ NvBlastEnsureAssetExactSupportCoverage(aResult.chunkDescs, chunkCount, scratch.data(), logLL);
+ NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), aResult.chunkDescs, chunkCount, scratch.data(), logLL);
+ NvBlastApplyAssetDescChunkReorderMapInPlace(aResult.chunkDescs, chunkCount, aResult.bondDescs, bondCount, chunkReorderMap.data(), true, scratch.data(), logLL);
+ chunkReorderInvMap.resize(chunkReorderMap.size());
+ Nv::Blast::invertMap(chunkReorderInvMap.data(), chunkReorderMap.data(), static_cast<unsigned int>(chunkReorderMap.size()));
+ }
+
+ // get result geometry
+ aResult.geometryOffset = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
+ aResult.assetToFractureChunkIdMap = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
+ aResult.geometryOffset[0] = 0;
+ std::vector<Nv::Blast::Triangle*> chunkGeometry(chunkCount);
+ for (uint32_t i = 0; i < chunkCount; ++i)
+ {
+ uint32_t chunkIndex = chunkReorderInvMap[i];
+ aResult.geometryOffset[i+1] = aResult.geometryOffset[i] + fTool.getBaseMesh(chunkIndex, chunkGeometry[i]);
+ aResult.assetToFractureChunkIdMap[i] = chunkIndex;
+ }
+ aResult.geometry = SAFE_ARRAY_NEW(Triangle, aResult.geometryOffset[chunkCount]);
+ for (uint32_t i = 0; i < chunkCount; ++i)
+ {
+ uint32_t trianglesCount = aResult.geometryOffset[i + 1] - aResult.geometryOffset[i];
+ memcpy(aResult.geometry + aResult.geometryOffset[i], chunkGeometry[i], trianglesCount * sizeof(Nv::Blast::Triangle));
+ }
+
+ float maxX = INT32_MIN;
+ float maxY = INT32_MIN;
+ float maxZ = INT32_MIN;
+
+ float minX = INT32_MAX;
+ float minY = INT32_MAX;
+ float minZ = INT32_MAX;
+
+ for (uint32_t i = 0; i < bondCount; i++)
+ {
+ NvBlastBondDesc& bondDesc = aResult.bondDescs[i];
+
+ minX = std::min(minX, bondDesc.bond.centroid[0]);
+ maxX = std::max(maxX, bondDesc.bond.centroid[0]);
+
+ minY = std::min(minY, bondDesc.bond.centroid[1]);
+ maxY = std::max(maxY, bondDesc.bond.centroid[1]);
+
+ minZ = std::min(minZ, bondDesc.bond.centroid[2]);
+ maxZ = std::max(maxZ, bondDesc.bond.centroid[2]);
+ }
+
+ //std::cout << "Bond bounds: " << std::endl;
+ //std::cout << "MIN: " << minX << ", " << minY << ", " << minZ << std::endl;
+ //std::cout << "MAX: " << maxX << ", " << maxY << ", " << maxZ << std::endl;
+
+ // prepare physics data (convexes)
+ buildPhysicsChunks(collisionBuilder, aResult);
+
+ // set NvBlastChunk volume from Px geometry
+ for (uint32_t i = 0; i < chunkCount; i++)
+ {
+ float totalVolume = 0.f;
+ for (uint32_t k = 0; k < aResult.physicsChunks[i].subchunkCount; k++)
+ {
+ const auto& subChunk = aResult.physicsSubchunks[aResult.physicsChunks[i].firstSubchunkIndex + k];
+ physx::PxVec3 localCenterOfMass; physx::PxMat33 intertia; float mass;
+ subChunk.geometry.convexMesh->getMassInformation(mass, intertia, localCenterOfMass);
+ const physx::PxVec3 scale = subChunk.geometry.scale.scale;
+ mass *= scale.x * scale.y * scale.z;
+ totalVolume += mass / 1.0f; // unit density
+ }
+
+ aResult.chunkDescs[i].volume = totalVolume;
+ }
+
+ // build and serialize ExtPhysicsAsset
+ NvBlastAssetDesc descriptor;
+ descriptor.bondCount = bondCount;
+ descriptor.bondDescs = aResult.bondDescs;
+ descriptor.chunkCount = chunkCount;
+ descriptor.chunkDescs = aResult.chunkDescs;
+
+ std::vector<uint8_t> scratch(static_cast<unsigned int>(NvBlastGetRequiredScratchForCreateAsset(&descriptor, logLL)));
+ void* mem = NVBLAST_ALLOC(NvBlastGetAssetMemorySize(&descriptor, logLL));
+ aResult.asset = NvBlastCreateAsset(mem, &descriptor, scratch.data(), logLL);
+
+ //aResult.asset = std::shared_ptr<NvBlastAsset>(asset, [=](NvBlastAsset* asset)
+ //{
+ // NVBLAST_FREE(asset);
+ //});
+
+ //std::cout << "Done" << std::endl;
+ ret->materialCount = 0;
+ ret->materialNames = nullptr;
+ return ret;
+} \ No newline at end of file