diff options
Diffstat (limited to 'shared/utils')
| -rwxr-xr-x[-rw-r--r--] | shared/utils/AssetGenerator.cpp | 382 | ||||
| -rwxr-xr-x[-rw-r--r--] | shared/utils/AssetGenerator.h | 248 |
2 files changed, 315 insertions, 315 deletions
diff --git a/shared/utils/AssetGenerator.cpp b/shared/utils/AssetGenerator.cpp index e7e568c..3572e50 100644..100755 --- a/shared/utils/AssetGenerator.cpp +++ b/shared/utils/AssetGenerator.cpp @@ -1,191 +1,191 @@ -// 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. - - -#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; - asset.extents = 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); - - if (settings.depths[depth].flag & NvBlastChunkDesc::Flags::SupportFlag) - { - // Internal bonds - - // 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); - } - - // World bonds (only one per chunk is enough, otherwise they will be removed as duplicated, thus 'else if') - - // -x world bond - if (x == 0 && (settings.bondFlags & BondFlags::X_MINUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z); - } - // +x world bond - else if (x == slicesPerAxisTotal.x - 1 && (settings.bondFlags & BondFlags::X_PLUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 xNeighborPosition = position + GeneratorAsset::Vec3(extents.x, 0, 0); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z); - } - // -y world bond - else if (y == 0 && (settings.bondFlags & BondFlags::Y_MINUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x); - } - // +y world bond - else if (y == slicesPerAxisTotal.y - 1 && (settings.bondFlags & BondFlags::Y_PLUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 yNeighborPosition = position + GeneratorAsset::Vec3(0, extents.y, 0); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x); - } - // -z world bond - else if (z == 0 && (settings.bondFlags & BondFlags::Z_MINUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, zNeighborPosition, extents, extents.x * extents.y); - } - // +z world bond - else if (z == slicesPerAxisTotal.z - 1 && (settings.bondFlags & BondFlags::Z_PLUS_WORLD_BONDS)) - { - GeneratorAsset::Vec3 zNeighborPosition = position + GeneratorAsset::Vec3(0, 0, extents.z); - fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, 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(), true, 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); -} - - +// 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.
+
+
+#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;
+ asset.extents = 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);
+
+ if (settings.depths[depth].flag & NvBlastChunkDesc::Flags::SupportFlag)
+ {
+ // Internal bonds
+
+ // 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);
+ }
+
+ // World bonds (only one per chunk is enough, otherwise they will be removed as duplicated, thus 'else if')
+
+ // -x world bond
+ if (x == 0 && (settings.bondFlags & BondFlags::X_MINUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 xNeighborPosition = position - GeneratorAsset::Vec3(extents.x, 0, 0);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z);
+ }
+ // +x world bond
+ else if (x == slicesPerAxisTotal.x - 1 && (settings.bondFlags & BondFlags::X_PLUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 xNeighborPosition = position + GeneratorAsset::Vec3(extents.x, 0, 0);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, xNeighborPosition, extents, extents.y * extents.z);
+ }
+ // -y world bond
+ else if (y == 0 && (settings.bondFlags & BondFlags::Y_MINUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 yNeighborPosition = position - GeneratorAsset::Vec3(0, extents.y, 0);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x);
+ }
+ // +y world bond
+ else if (y == slicesPerAxisTotal.y - 1 && (settings.bondFlags & BondFlags::Y_PLUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 yNeighborPosition = position + GeneratorAsset::Vec3(0, extents.y, 0);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, yNeighborPosition, extents, extents.z * extents.x);
+ }
+ // -z world bond
+ else if (z == 0 && (settings.bondFlags & BondFlags::Z_MINUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 zNeighborPosition = position - GeneratorAsset::Vec3(0, 0, extents.z);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, position, zNeighborPosition, extents, extents.x * extents.y);
+ }
+ // +z world bond
+ else if (z == slicesPerAxisTotal.z - 1 && (settings.bondFlags & BondFlags::Z_PLUS_WORLD_BONDS))
+ {
+ GeneratorAsset::Vec3 zNeighborPosition = position + GeneratorAsset::Vec3(0, 0, extents.z);
+ fillBondDesc(asset.solverBonds, chunkDesc.userData, UINT32_MAX, 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(), true, 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);
+}
+
+
diff --git a/shared/utils/AssetGenerator.h b/shared/utils/AssetGenerator.h index 3e63129..c34faf1 100644..100755 --- a/shared/utils/AssetGenerator.h +++ b/shared/utils/AssetGenerator.h @@ -1,124 +1,124 @@ -// 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 ASSETGENERATOR_H -#define ASSETGENERATOR_H - - -#include "NvBlast.h" - -#include <vector> -#include <cmath> - -class GeneratorAsset -{ -public: - struct Vec3 - { - float x, y, z; - - Vec3() {} - Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {} - Vec3 operator * (float v) const { return Vec3(x * v, y * v, z * v); } - Vec3 operator * (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); } - Vec3 operator + (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); } - Vec3 operator - (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); } - Vec3 getNormalized() const - { - return (*this)*(1.0f / sqrt(x*x + y*y + z*z)); - } - }; - - struct BlastChunkCube - { - BlastChunkCube(Vec3 position_, Vec3 extents_) - { - position = position_; - extents = extents_; - } - - Vec3 position; - Vec3 extents; - }; - - std::vector<NvBlastChunkDesc> solverChunks; - std::vector<NvBlastBondDesc> solverBonds; - std::vector<BlastChunkCube> chunks; - Vec3 extents; -}; - - -class CubeAssetGenerator -{ -public: - struct DepthInfo - { - DepthInfo(GeneratorAsset::Vec3 slices = GeneratorAsset::Vec3(1, 1, 1), NvBlastChunkDesc::Flags flag_ = NvBlastChunkDesc::Flags::NoFlags) - : slicesPerAxis(slices), flag(flag_) {} - - GeneratorAsset::Vec3 slicesPerAxis; - NvBlastChunkDesc::Flags flag; - }; - - enum BondFlags - { - NO_BONDS = 0, - X_BONDS = 1 << 0, - Y_BONDS = 1 << 1, - Z_BONDS = 1 << 2, - X_PLUS_WORLD_BONDS = 1 << 3, - X_MINUS_WORLD_BONDS = 1 << 4, - Y_PLUS_WORLD_BONDS = 1 << 5, - Y_MINUS_WORLD_BONDS = 1 << 6, - Z_PLUS_WORLD_BONDS = 1 << 7, - Z_MINUS_WORLD_BONDS = 1 << 8, - ALL_INTERNAL_BONDS = X_BONDS | Y_BONDS | Z_BONDS - }; - - - struct Settings - { - Settings() : bondFlags(BondFlags::ALL_INTERNAL_BONDS) {} - - std::vector<DepthInfo> depths; - GeneratorAsset::Vec3 extents; - BondFlags bondFlags; - }; - - static void generate(GeneratorAsset& asset, const Settings& settings); -private: - static void fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area); -}; - - -inline CubeAssetGenerator::BondFlags operator | (CubeAssetGenerator::BondFlags a, CubeAssetGenerator::BondFlags b) -{ - return static_cast<CubeAssetGenerator::BondFlags>(static_cast<int>(a) | static_cast<int>(b)); -} - -#endif // #ifndef ASSETGENERATOR_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 ASSETGENERATOR_H
+#define ASSETGENERATOR_H
+
+
+#include "NvBlast.h"
+
+#include <vector>
+#include <cmath>
+
+class GeneratorAsset
+{
+public:
+ struct Vec3
+ {
+ float x, y, z;
+
+ Vec3() {}
+ Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
+ Vec3 operator * (float v) const { return Vec3(x * v, y * v, z * v); }
+ Vec3 operator * (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); }
+ Vec3 operator + (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); }
+ Vec3 operator - (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
+ Vec3 getNormalized() const
+ {
+ return (*this)*(1.0f / sqrt(x*x + y*y + z*z));
+ }
+ };
+
+ struct BlastChunkCube
+ {
+ BlastChunkCube(Vec3 position_, Vec3 extents_)
+ {
+ position = position_;
+ extents = extents_;
+ }
+
+ Vec3 position;
+ Vec3 extents;
+ };
+
+ std::vector<NvBlastChunkDesc> solverChunks;
+ std::vector<NvBlastBondDesc> solverBonds;
+ std::vector<BlastChunkCube> chunks;
+ Vec3 extents;
+};
+
+
+class CubeAssetGenerator
+{
+public:
+ struct DepthInfo
+ {
+ DepthInfo(GeneratorAsset::Vec3 slices = GeneratorAsset::Vec3(1, 1, 1), NvBlastChunkDesc::Flags flag_ = NvBlastChunkDesc::Flags::NoFlags)
+ : slicesPerAxis(slices), flag(flag_) {}
+
+ GeneratorAsset::Vec3 slicesPerAxis;
+ NvBlastChunkDesc::Flags flag;
+ };
+
+ enum BondFlags
+ {
+ NO_BONDS = 0,
+ X_BONDS = 1 << 0,
+ Y_BONDS = 1 << 1,
+ Z_BONDS = 1 << 2,
+ X_PLUS_WORLD_BONDS = 1 << 3,
+ X_MINUS_WORLD_BONDS = 1 << 4,
+ Y_PLUS_WORLD_BONDS = 1 << 5,
+ Y_MINUS_WORLD_BONDS = 1 << 6,
+ Z_PLUS_WORLD_BONDS = 1 << 7,
+ Z_MINUS_WORLD_BONDS = 1 << 8,
+ ALL_INTERNAL_BONDS = X_BONDS | Y_BONDS | Z_BONDS
+ };
+
+
+ struct Settings
+ {
+ Settings() : bondFlags(BondFlags::ALL_INTERNAL_BONDS) {}
+
+ std::vector<DepthInfo> depths;
+ GeneratorAsset::Vec3 extents;
+ BondFlags bondFlags;
+ };
+
+ static void generate(GeneratorAsset& asset, const Settings& settings);
+private:
+ static void fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area);
+};
+
+
+inline CubeAssetGenerator::BondFlags operator | (CubeAssetGenerator::BondFlags a, CubeAssetGenerator::BondFlags b)
+{
+ return static_cast<CubeAssetGenerator::BondFlags>(static_cast<int>(a) | static_cast<int>(b));
+}
+
+#endif // #ifndef ASSETGENERATOR_H
|