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-rw-r--r--shared/utils/AssetGenerator.cpp125
1 files changed, 125 insertions, 0 deletions
diff --git a/shared/utils/AssetGenerator.cpp b/shared/utils/AssetGenerator.cpp
new file mode 100644
index 0000000..33d996a
--- /dev/null
+++ b/shared/utils/AssetGenerator.cpp
@@ -0,0 +1,125 @@
+#include "AssetGenerator.h"
+#include <cstring>
+
+
+void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings)
+{
+ // cleanup
+ asset.solverChunks.clear();
+ asset.solverBonds.clear();
+ asset.chunks.clear();
+
+ // initial params
+ std::vector<uint32_t> depthStartIDs;
+ std::vector<GeneratorAsset::Vec3> depthSlicesPerAxisTotal;
+ uint32_t currentID = 0;
+ GeneratorAsset::Vec3 extents = settings.extents;
+
+ // Iterate over depths and create children
+ for (uint32_t depth = 0; depth < settings.depths.size(); depth++)
+ {
+ GeneratorAsset::Vec3 slicesPerAxis = settings.depths[depth].slicesPerAxis;
+ GeneratorAsset::Vec3 slicesPerAxisTotal = (depth == 0) ? slicesPerAxis : slicesPerAxis * (depthSlicesPerAxisTotal[depth - 1]);
+ depthSlicesPerAxisTotal.push_back(slicesPerAxisTotal);
+
+ depthStartIDs.push_back(currentID);
+
+ extents.x /= slicesPerAxis.x;
+ extents.y /= slicesPerAxis.y;
+ extents.z /= slicesPerAxis.z;
+
+ for (uint32_t z = 0; z < (uint32_t)slicesPerAxisTotal.z; ++z)
+ {
+ uint32_t parent_z = z / (uint32_t)slicesPerAxis.z;
+ for (uint32_t y = 0; y < (uint32_t)slicesPerAxisTotal.y; ++y)
+ {
+ uint32_t parent_y = y / (uint32_t)slicesPerAxis.y;
+ for (uint32_t x = 0; x < (uint32_t)slicesPerAxisTotal.x; ++x)
+ {
+ uint32_t parent_x = x / (uint32_t)slicesPerAxis.x;
+ uint32_t parentID = depth == 0 ? UINT32_MAX :
+ depthStartIDs[depth - 1] + parent_x + (uint32_t)depthSlicesPerAxisTotal[depth - 1].x*(parent_y + (uint32_t)depthSlicesPerAxisTotal[depth - 1].y*parent_z);
+
+ GeneratorAsset::Vec3 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;
+ memcpy(chunkDesc.centroid, &position.x, 3 * sizeof(float));
+ chunkDesc.volume = extents.x * extents.y * extents.z;
+ chunkDesc.flags = settings.depths[depth].flag;
+ chunkDesc.userData = currentID++;
+ chunkDesc.parentChunkIndex = parentID;
+ asset.solverChunks.push_back(chunkDesc);
+
+ //bool isStatic = false;
+
+ if (settings.depths[depth].flag & NvBlastChunkDesc::Flags::SupportFlag)
+ {
+ //isStatic = position.y - (extents.y - extents_.y) / 2 <= m_staticHeight;
+
+ // x-neighbor
+ if (x > 0 && (settings.bondFlags & BondFlags::X_BONDS))
+ {
+ GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0);
+ uint32_t neighborID = chunkDesc.userData - 1;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, xNeighborPosition, extents, extents.y * extents.z);
+ }
+
+ // y-neighbor
+ if (y > 0 && (settings.bondFlags & BondFlags::Y_BONDS))
+ {
+ GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0);
+ uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, yNeighborPosition, extents, extents.z * extents.x);
+ }
+
+ // z-neighbor
+ if (z > 0 && (settings.bondFlags & BondFlags::Z_BONDS))
+ {
+ GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z);
+ uint32_t neighborID = chunkDesc.userData - (uint32_t)slicesPerAxisTotal.x*(uint32_t)slicesPerAxisTotal.y;
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, neighborID, position, zNeighborPosition, extents, extents.x * extents.y);
+ }
+ }
+
+ asset.chunks.push_back(GeneratorAsset::BlastChunkCube(position, extents/*isStatic*/));
+ }
+ }
+ }
+ }
+
+ // Reorder chunks
+ std::vector<uint32_t> chunkReorderMap(asset.solverChunks.size());
+ std::vector<char> scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc));
+ NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr);
+
+ std::vector<GeneratorAsset::BlastChunkCube> chunksTemp = asset.chunks;
+ for (uint32_t i = 0; i < chunkReorderMap.size(); ++i)
+ {
+ asset.chunks[chunkReorderMap[i]] = chunksTemp[i];
+ }
+ NvBlastApplyAssetDescChunkReorderMapInplace(asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), asset.solverBonds.data(), (uint32_t)asset.solverBonds.size(), chunkReorderMap.data(), scratch.data(), nullptr);
+}
+
+void CubeAssetGenerator::fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area)
+{
+ NV_UNUSED(size);
+
+ NvBlastBondDesc bondDesc;
+ bondDesc.chunkIndices[0] = id0;
+ bondDesc.chunkIndices[1] = id1;
+ bondDesc.bond.area = area;
+ GeneratorAsset::Vec3 centroid = (pos0 + pos1) * 0.5f;
+ bondDesc.bond.centroid[0] = centroid.x;
+ bondDesc.bond.centroid[1] = centroid.y;
+ bondDesc.bond.centroid[2] = centroid.z;
+ GeneratorAsset::Vec3 normal = (pos0 - pos1).getNormalized();
+ bondDesc.bond.normal[0] = normal.x;
+ bondDesc.bond.normal[1] = normal.y;
+ bondDesc.bond.normal[2] = normal.z;
+ bondDescs.push_back(bondDesc);
+}
+
+