From 7115f60b91b5717d90f643fd692010905c7004db Mon Sep 17 00:00:00 2001 From: Bryan Galdrikian Date: Thu, 31 May 2018 11:36:08 -0700 Subject: Blast 1.1.3. See docs/release_notes.txt. --- shared/utils/AssetGenerator.cpp | 382 ++++++++++++++++++++-------------------- 1 file changed, 191 insertions(+), 191 deletions(-) mode change 100644 => 100755 shared/utils/AssetGenerator.cpp (limited to 'shared/utils/AssetGenerator.cpp') diff --git a/shared/utils/AssetGenerator.cpp b/shared/utils/AssetGenerator.cpp old mode 100644 new mode 100755 index e7e568c..3572e50 --- 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 - - -void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings) -{ - // cleanup - asset.solverChunks.clear(); - asset.solverBonds.clear(); - asset.chunks.clear(); - - // initial params - std::vector depthStartIDs; - std::vector 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 chunkReorderMap(asset.solverChunks.size()); - std::vector scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc)); - NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr); - - std::vector 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& 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 + + +void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings) +{ + // cleanup + asset.solverChunks.clear(); + asset.solverBonds.clear(); + asset.chunks.clear(); + + // initial params + std::vector depthStartIDs; + std::vector 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 chunkReorderMap(asset.solverChunks.size()); + std::vector scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc)); + NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr); + + std::vector 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& 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); +} + + -- cgit v1.2.3