// 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 ASSETGENERATOR_H #define ASSETGENERATOR_H #include "NvBlast.h" #include #include 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 solverChunks; std::vector solverBonds; std::vector 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 depths; GeneratorAsset::Vec3 extents; BondFlags bondFlags; }; static void generate(GeneratorAsset& asset, const Settings& settings); private: static void fillBondDesc(std::vector& 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(static_cast(a) | static_cast(b)); } #endif // #ifndef ASSETGENERATOR_H