// 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) 2016-2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTEXTAUTHORINGPATTERNGENERATOR_H #define NVBLASTEXTAUTHORINGPATTERNGENERATOR_H #include "NvBlastGlobals.h" namespace Nv { namespace Blast { typedef float (*RNG_CALLBACK)(void); struct PatternDescriptor { RNG_CALLBACK RNG = nullptr; uint32_t interiorMaterialId = 1000; }; struct UniformPatternDesc : public PatternDescriptor { uint32_t cellsCount = 2; float radiusMin = 0.0f; float radiusMax = 1.0f; float radiusDistr = 1.0f; float debrisRadiusMult = 1.0f; }; struct BeamPatternDesc : public PatternDescriptor { uint32_t cellsCount; float radiusMin; float radiusMax; }; struct RegularRadialPatternDesc : public PatternDescriptor { float radiusMin = 0.0f; float radiusMax = 1.0f; uint32_t radialSteps = 3; uint32_t angularSteps = 8; float aperture = .0f; float angularNoiseAmplitude = 0.0f; float radialNoiseAmplitude = 0.0f; float radialNoiseFrequency = 0.0f; float debrisRadiusMult = 1.0f; }; struct DamagePattern { /** Used to compute activated chunks. */ float activationRadius; float angle; // For cone shape activation enum ActivationDistanceType { Point = 0, Line, Cone }; ActivationDistanceType activationType = Point; // ---------------------------------------------- uint32_t cellsCount; class Mesh** cellsMeshes = nullptr; virtual void release() = 0; }; class PatternGenerator { public: virtual DamagePattern* generateUniformPattern(const UniformPatternDesc* desc) = 0; virtual DamagePattern* generateBeamPattern(const BeamPatternDesc* desc) = 0; virtual DamagePattern* generateRegularRadialPattern(const RegularRadialPatternDesc* desc) = 0; virtual DamagePattern* generateVoronoiPattern(uint32_t pointCount, const NvcVec3* points, int32_t interiorMaterialId) = 0; virtual void release() = 0; }; NVBLAST_API void savePatternToObj(DamagePattern* pattern); } // namespace Blast } // namespace Nv #endif // ifndef NVBLASTEXTAUTHORINGMESHCLEANER_H