#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; // 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 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(), 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); }