// 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) 2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H #define NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H #include "NvBlastExtAuthoringBondGenerator.h" #include "NvBlastExtAuthoringFractureTool.h" #include #include #include #include namespace Nv { namespace Blast { /** Tool for gathering bond information from provided mesh geometry */ class BlastBondGeneratorImpl : public BlastBondGenerator { public: BlastBondGeneratorImpl(ConvexMeshBuilder* builder) : mConvexMeshBuilder(builder) {}; virtual void release() override; virtual int32_t buildDescFromInternalFracture(FractureTool* tool, const bool* chunkIsSupport, NvBlastBondDesc*& resultBondDescs, NvBlastChunkDesc*& resultChunkDescriptors) override; virtual int32_t createBondBetweenMeshes(uint32_t meshACount, const Triangle* meshA, uint32_t meshBCount, const Triangle* meshB, NvBlastBond& resultBond, BondGenerationConfig conf) override; virtual int32_t createBondBetweenMeshes(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, uint32_t overlapsCount, const uint32_t* overlapsA, const uint32_t* overlapsB, NvBlastBondDesc*& resultBond, BondGenerationConfig cfg) override; virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, const bool* chunkIsSupport, NvBlastBondDesc*& resultBondDescs, BondGenerationConfig conf) override; virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* convexHullOffset, const CollisionHull** chunkHulls, const bool* chunkIsSupport, const uint32_t* meshGroups, NvBlastBondDesc*& resultBondDescs, float maxSeparation) override; private: float processWithMidplanes(TriangleProcessor* trProcessor, const Triangle* mA, uint32_t mavc, const Triangle* mB, uint32_t mbvc, const CollisionHull* hull1, const CollisionHull* hull2, const std::vector& hull1p, const std::vector& hull2p, physx::PxVec3& normal, physx::PxVec3& centroid, float maxRelSeparation); int32_t createFullBondListAveraged( uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, const CollisionHull** chunkHulls, const bool* supportFlags, const uint32_t* meshGroups, NvBlastBondDesc*& resultBondDescs, BondGenerationConfig conf, std::set >* pairNotToTest = nullptr); int32_t createFullBondListExact( uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, const bool* supportFlags, NvBlastBondDesc*& resultBondDescs, BondGenerationConfig conf); int32_t createFullBondListExactInternal(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, std::vector& planeTriangleMapping , NvBlastBondDesc*& resultBondDescs); int32_t createBondForcedInternal( const std::vector& hull0, const std::vector& hull1,const CollisionHull& cHull0, const CollisionHull& cHull1, physx::PxBounds3 bound0, physx::PxBounds3 bound1, NvBlastBond& resultBond, float overlapping); void buildGeometryCache(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry); void resetGeometryCache(); ConvexMeshBuilder* mConvexMeshBuilder; std::vector > mGeometryCache; std::vector mPlaneCache; std::vector mCHullCache; std::vector > mHullsPointsCache; std::vector mBoundsCache; }; } // namespace Blast } // namespace Nv #endif // NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H