diff options
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h | 386 |
1 files changed, 193 insertions, 193 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h b/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h index 4d1ad4d..8e37b01 100644..100755 --- a/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h +++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringMeshNoiser.h @@ -1,193 +1,193 @@ -// 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 NVBLASTEXTAUTHORINGMESHNOISER_H -#define NVBLASTEXTAUTHORINGMESHNOISER_H -#include <vector> -#include <map> -#include "NvBlastExtAuthoringInternalCommon.h" - -namespace Nv -{ - namespace Blast - { - class SimplexNoise; - - /** - Structure used on tesselation stage. Maps edge to two neighboor triangles - */ - struct EdgeToTriangles - { - int32_t tr[2]; - int32_t c; - EdgeToTriangles() - { - c = 0; - } - /** - Add triangle to edge. Should not be called more than twice for one edge!!!!. - */ - void add(int32_t t) - { - tr[c] = t; - ++c; - } - /** - Replaces mapping from one triangle to another. - */ - void replace(int32_t from, int32_t to) - { - if (tr[0] == from) - { - tr[0] = to; - } - else - { - if (c == 2 && tr[1] == from) - { - tr[1] = to; - } - } - } - /** - Get triangle which is mapped by this edge and which index is different than provided. - */ - int32_t getNot(int32_t id) - { - if (tr[0] != id) - { - return tr[0]; - } - if (c == 2 && tr[1] != id) - { - return tr[1]; - } - return -1; - } - - }; - - /** - Tool for graphic mesh tesselation and adding noise to internal surface. Each triangle must have initialized - Triangle::userInfo field (0 for external surface triangles and != 0 for internal) - */ - class MeshNoiser - { - public: - MeshNoiser() - { - reset(); - } - - void reset(); - - /** - Edge flags - */ - enum EdgeFlag { INTERNAL_EDGE, EXTERNAL_BORDER_EDGE, INTERNAL_BORDER_EDGE, EXTERNAL_EDGE, NONE }; - - - /** - Set mesh to tesselate and apply noise - */ - void setMesh(const std::vector<Triangle>& mesh); - - /** - Tesselate internal surface. - \param[in] maxLen - maximal length of edge on internal surface. - */ - void tesselateInternalSurface(float maxLen); - - /** - Apply noise to internal surface. Must be called only after tesselation!!! - \param[in] noise - noise generator - \param[in] falloff - damping of noise around of external surface - \param[in] relaxIterations - number of smoothing iterations before applying noise - \param[in] relaxFactor - amount of smooting before applying noise. - */ - void applyNoise(SimplexNoise& noise, float falloff, int32_t relaxIterations, float relaxFactor); - - std::vector<Triangle> getMesh(); - - private: - PxVec3 mOffset; - float mScale; - bool isTesselated; - /** - Mesh data - */ - std::vector<Vertex> mVertices; - std::vector<TriangleIndexed> mTriangles; - std::vector<Edge> mEdges; - std::map<Vertex, int32_t, VrtComp> mVertMap; - std::map<Edge, int32_t> mEdgeMap; - - - /** - Final triangles. - */ - std::vector<Triangle> mResultTriangles; - - - int32_t addVerticeIfNotExist(const Vertex& p); - int32_t addEdge(const Edge& e); - int32_t findEdge(const Edge& e); - - - - void collapseEdge(int32_t id); - void divideEdge(int32_t id); - void updateVertEdgeInfo(); - void updateEdgeTriangleInfo(); - void relax(int32_t iterations, float factor, std::vector<Vertex>& vertices); - void recalcNoiseDirs(); - - - std::vector<bool> mRestrictionFlag; - std::vector<EdgeFlag> mEdgeFlag; - std::vector<EdgeToTriangles> mTrMeshEdToTr; - std::vector<int32_t> mVertexValence; - std::vector<std::vector<int32_t> > mVertexToTriangleMap; - - - - std::vector<float> mVerticesDistances; - std::vector<physx::PxVec3> mVerticesNormalsSmoothed; - std::vector<int32_t> mPositionMappedVrt; - std::vector<std::vector<int32_t> > mGeometryGraph; - - void prebuildEdgeFlagArray(); - void computePositionedMapping(); - void computeFalloffAndNormals(); - - void prebuildTesselatedTriangles(); - }; - - } // namespace Blast -} // namespace Nv -#endif // ! NVBLASTEXTAUTHORINGMESHNOISER_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 NVBLASTEXTAUTHORINGMESHNOISER_H
+#define NVBLASTEXTAUTHORINGMESHNOISER_H
+#include <vector>
+#include <map>
+#include "NvBlastExtAuthoringInternalCommon.h"
+
+namespace Nv
+{
+ namespace Blast
+ {
+ class SimplexNoise;
+
+ /**
+ Structure used on tesselation stage. Maps edge to two neighboor triangles
+ */
+ struct EdgeToTriangles
+ {
+ int32_t tr[2];
+ int32_t c;
+ EdgeToTriangles()
+ {
+ c = 0;
+ }
+ /**
+ Add triangle to edge. Should not be called more than twice for one edge!!!!.
+ */
+ void add(int32_t t)
+ {
+ tr[c] = t;
+ ++c;
+ }
+ /**
+ Replaces mapping from one triangle to another.
+ */
+ void replace(int32_t from, int32_t to)
+ {
+ if (tr[0] == from)
+ {
+ tr[0] = to;
+ }
+ else
+ {
+ if (c == 2 && tr[1] == from)
+ {
+ tr[1] = to;
+ }
+ }
+ }
+ /**
+ Get triangle which is mapped by this edge and which index is different than provided.
+ */
+ int32_t getNot(int32_t id)
+ {
+ if (tr[0] != id)
+ {
+ return tr[0];
+ }
+ if (c == 2 && tr[1] != id)
+ {
+ return tr[1];
+ }
+ return -1;
+ }
+
+ };
+
+ /**
+ Tool for graphic mesh tesselation and adding noise to internal surface. Each triangle must have initialized
+ Triangle::userInfo field (0 for external surface triangles and != 0 for internal)
+ */
+ class MeshNoiser
+ {
+ public:
+ MeshNoiser()
+ {
+ reset();
+ }
+
+ void reset();
+
+ /**
+ Edge flags
+ */
+ enum EdgeFlag { INTERNAL_EDGE, EXTERNAL_BORDER_EDGE, INTERNAL_BORDER_EDGE, EXTERNAL_EDGE, NONE };
+
+
+ /**
+ Set mesh to tesselate and apply noise
+ */
+ void setMesh(const std::vector<Triangle>& mesh);
+
+ /**
+ Tesselate internal surface.
+ \param[in] maxLen - maximal length of edge on internal surface.
+ */
+ void tesselateInternalSurface(float maxLen);
+
+ /**
+ Apply noise to internal surface. Must be called only after tesselation!!!
+ \param[in] noise - noise generator
+ \param[in] falloff - damping of noise around of external surface
+ \param[in] relaxIterations - number of smoothing iterations before applying noise
+ \param[in] relaxFactor - amount of smooting before applying noise.
+ */
+ void applyNoise(SimplexNoise& noise, float falloff, int32_t relaxIterations, float relaxFactor);
+
+ std::vector<Triangle> getMesh();
+
+ private:
+ PxVec3 mOffset;
+ float mScale;
+ bool isTesselated;
+ /**
+ Mesh data
+ */
+ std::vector<Vertex> mVertices;
+ std::vector<TriangleIndexed> mTriangles;
+ std::vector<Edge> mEdges;
+ std::map<Vertex, int32_t, VrtComp> mVertMap;
+ std::map<Edge, int32_t> mEdgeMap;
+
+
+ /**
+ Final triangles.
+ */
+ std::vector<Triangle> mResultTriangles;
+
+
+ int32_t addVerticeIfNotExist(const Vertex& p);
+ int32_t addEdge(const Edge& e);
+ int32_t findEdge(const Edge& e);
+
+
+
+ void collapseEdge(int32_t id);
+ void divideEdge(int32_t id);
+ void updateVertEdgeInfo();
+ void updateEdgeTriangleInfo();
+ void relax(int32_t iterations, float factor, std::vector<Vertex>& vertices);
+ void recalcNoiseDirs();
+
+
+ std::vector<bool> mRestrictionFlag;
+ std::vector<EdgeFlag> mEdgeFlag;
+ std::vector<EdgeToTriangles> mTrMeshEdToTr;
+ std::vector<int32_t> mVertexValence;
+ std::vector<std::vector<int32_t> > mVertexToTriangleMap;
+
+
+
+ std::vector<float> mVerticesDistances;
+ std::vector<physx::PxVec3> mVerticesNormalsSmoothed;
+ std::vector<int32_t> mPositionMappedVrt;
+ std::vector<std::vector<int32_t> > mGeometryGraph;
+
+ void prebuildEdgeFlagArray();
+ void computePositionedMapping();
+ void computeFalloffAndNormals();
+
+ void prebuildTesselatedTriangles();
+ };
+
+ } // namespace Blast
+} // namespace Nv
+#endif // ! NVBLASTEXTAUTHORINGMESHNOISER_H
|