/* * Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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; }; 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, Y_BONDS = 2, Z_BONDS = 4, ALL_BONDS = X_BONDS | Y_BONDS | Z_BONDS }; struct Settings { Settings() : bondFlags(BondFlags::ALL_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