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/*
* 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 NVBLASTAUTHORINGFRACTURETOOL_H
#define NVBLASTAUTHORINGFRACTURETOOL_H
#include "NvBlastExtAuthoringMesh.h"
#include "NvBlastTypes.h"
namespace Nv
{
namespace Blast
{
class SpatialAccelerator;
class ChunkPostProcessor;
/*
Chunk data, chunk with chunkId == 0 is always source mesh.
*/
struct ChunkInfo
{
Mesh* meshData;
int32_t parent;
int32_t chunkId;
bool isLeaf;
};
/*
Slicing fracturing configuration
default:
x_slices = 1;
y_slices = 1;
z_slices = 1;
offset_variations = 0.f;
angle_variations = 0.f;
noiseAmplitude = 0.f;
noiseFrequency = 1.f;
noiseOctaveNumber = 1;
surfaceResolution = 1;
*/
struct SlicingConfiguration
{
/**
Number of slices in each direction
*/
int32_t x_slices, y_slices, z_slices;
/**
Offset variation, value in [0, 1]
*/
float offset_variations;
/**
Angle variation, value in [0, 1]
*/
float angle_variations;
/**
Noisy slicing configutaion:
Amplitude of cutting surface noise. If it is 0 - noise is disabled.
*/
float noiseAmplitude;
/**
Frequencey of cutting surface noise.
*/
float noiseFrequency;
/**
Octave number in slicing surface noise.
*/
uint32_t noiseOctaveNumber;
/**
Cutting surface resolution.
*/
int32_t surfaceResolution;
SlicingConfiguration()
{
reset();
}
/**
Set default params.
*/
void reset()
{
x_slices = 1;
y_slices = 1;
z_slices = 1;
offset_variations = 0.f;
angle_variations = 0.f;
noiseAmplitude = 0.f;
noiseFrequency = 1.f;
noiseOctaveNumber = 1;
surfaceResolution = 1;
}
};
/**
Class for voronoi sites generation inside supplied mesh.
*/
class VoronoiSitesGenerator
{
public:
/**
Voronoi sites should not be generated outside of the fractured mesh, so VoronoiSitesGenerator
should be supplied with fracture mesh.
\param[in] mesh Fracture mesh
\param[in] rnd User supplied random value generator.
\return
*/
VoronoiSitesGenerator(Mesh* mesh, RandomGeneratorBase* rnd);
~VoronoiSitesGenerator();
/**
Set base fracture mesh
*/
void setBaseMesh(Mesh* m);
/**
Returns reference on vector of generated voronoi sites.
*/
std::vector<physx::PxVec3>& getVoronoiSites();
/**
Add site in particular point
\param[in] site Site coordinates
*/
void addSite(const physx::PxVec3& site);
/**
Uniformly generate sites inside the mesh
\param[in] numberOfSites Number of generated sites
*/
void uniformlyGenerateSitesInMesh(const uint32_t numberOfSites);
/**
Generate sites in clustered fashion
\param[in] numberOfClusters Number of generated clusters
\param[in] sitesPerCluster Number of sites in each cluster
\param[in] clusterRadius Voronoi cells cluster radius
*/
void clusteredSitesGeneration(const uint32_t numberOfClusters, const uint32_t sitesPerCluster, float clusterRadius);
/**
Radial pattern of sites generation
\param[in] center Center of generated pattern
\param[in] normal Normal to plane in which sites are generated
\param[in] radius Pattern radius
\param[in] angularSteps Number of angular steps
\param[in] radialSteps Number of radial steps
\param[in] angleOffset Angle offset at each radial step
\param[in] variability Randomness of sites distribution
*/
void radialPattern(const physx::PxVec3& center, const physx::PxVec3& normal, float radius, int32_t angularSteps, int32_t radialSteps, float angleOffset = 0.0f, float variability = 0.0f);
/**
Generate sites inside sphere
\param[in] count Count of generated sites
\param[in] radius Radius of sphere
\param[in] center Center of sphere
*/
void generateInSphere(const uint32_t count, const float radius, const physx::PxVec3& center);
/**
Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes.
\param[in] stencil Stencil mesh.
*/
void setStencil(Mesh* stencil);
/**
Removes stencil mesh
*/
void clearStencil();
/**
Deletes sites inside supplied sphere
\param[in] radius Radius of sphere
\param[in] center Center of sphere
\param[in] eraserProbability Probability of removing some particular site
*/
void deleteInSphere(const float radius, const physx::PxVec3& center, const float eraserProbability = 1);
private:
std::vector<physx::PxVec3> mGeneratedSites;
Mesh* mMesh;
Mesh* mStencil;
RandomGeneratorBase* mRnd;
SpatialAccelerator* mAccelerator;
};
/**
FractureTool class provides methods to fracture provided mesh and generate Blast asset data
*/
class FractureTool
{
public:
/**
FractureTool can log asset creation info if logCallback is provided.
*/
FractureTool(NvBlastLog logCallback = nullptr)
{
mPlaneIndexerOffset = 1;
mChunkIdCounter = 0;
mRemoveIslands = false;
mLoggingCallback = logCallback;
}
~FractureTool()
{
reset();
}
/**
Reset FractureTool state.
*/
void reset();
/**
Set input mesh wich will be fractured, FractureTool will be reseted.
*/
void setSourceMesh(Mesh* mesh);
/**
Get chunk mesh in polygonal representation
*/
Mesh getChunkMesh(int32_t chunkId);
/**
Input mesh is scaled and transformed internally to fit unit cube centered in origin.
Method provides offset vector and scale parameter;
*/
void getTransformation(physx::PxVec3& offset, float& scale);
/**
Fractures specified chunk with voronoi method.
\param[in] chunkId Chunk to fracture
\param[in] cellPoints Array of voronoi sites
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\return If 0, fracturing is successful.
*/
int32_t voronoiFracturing(uint32_t chunkId, const std::vector<physx::PxVec3>& cellPoints, bool replaceChunk);
/**
Fractures specified chunk with voronoi method. Cells can be scaled along x,y,z axes.
\param[in] chunkId Chunk to fracture
\param[in] cellPoints Array of voronoi sites
\param[in] cellPoints Array of voronoi sites
\param[in] scale Voronoi cells scaling factor
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\return If 0, fracturing is successful.
*/
int32_t voronoiFracturing(uint32_t chunkId, const std::vector<physx::PxVec3>& cellPoints, const physx::PxVec3& scale, bool replaceChunk);
/**
Fractures specified chunk with slicing method.
\param[in] chunkId Chunk to fracture
\param[in] conf Slicing parameters, see SlicingConfiguration.
\param[in] replaceChunk if 'true', newly generated chunks will replace source chunk, if 'false', newly generated chunks will be at next depth level, source chunk will be parent for them.
Case replaceChunk == true && chunkId == 0 considered as wrong input parameters
\param[in] rnd User supplied random number generator
\return If 0, fracturing is successful.
*/
int32_t slicing(uint32_t chunkId, SlicingConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd);
/**
Creates resulting fractured mesh geometry from intermediate format
*/
void finalizeFracturing();
/**
Get chunk information
*/
const std::vector<ChunkInfo>& getChunkList();
/**
Tesselate interior surfaces
\param[in] averageEdgeLength - Average length of edge on internal surface.
*/
void tesselate(float averageEdgeLength);
/**
Apply noise to interior surfaces. Must be called only after tesselation!
\param[in] amplitude Amplitude of noise
\param[in] frequency Frequency of noise
\param[in] octaves Number of noise octaves
\param[in] falloff - damping of noise around of external surface
\param[in] relaxIterations - number of smoothing iterations before applying noise
\param[in] relaxFactor - amount of smoothing before applying noise.
\param[in] seed Random seed value
*/
void applyNoise(float amplitude, float frequency, int32_t octaves, float falloff, int32_t relaxIterations, float relaxFactor, int32_t seed = 0);
/**
Get percentage of mesh overlap.
percentage computed as volume(intersection(meshA , meshB)) / volume (meshA)
\param[in] meshA Mesh A
\param[in] meshB Mesh B
\return mesh overlap percentage
*/
static float getMeshOverlap(Mesh& meshA, Mesh& meshB);
/**
Get chunk base mesh
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
*/
void getBaseMesh(int32_t chunkIndex, std::vector<Triangle>& output);
/**
Get chunk mesh with noise
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
*/
void getNoisedMesh(int32_t chunkIndex, std::vector<Triangle>& output);
/**
Return index of chunk with specified chunkId
\param[in] chunkId Chunk ID
\return Chunk index in internal buffer, if not exist -1 is returned.
*/
int32_t getChunkIndex(int32_t chunkId);
/**
Return id of chunk with specified index.
\param[in] chunkIndex Chunk index
\return Chunk id or -1 if there is no such chunk.
*/
int32_t getChunkId(int32_t chunkIndex);
/**
Return depth level of the given chunk
\param[in] chunkId Chunk ID
\return Chunk depth or -1 if there is no such chunk.
*/
int32_t getChunkDepth(int32_t chunkId);
/**
Return array of chunks IDs with given depth.
\param[in] depth Chunk depth
\return Array of chunk IDs
*/
std::vector<int32_t> getChunksIdAtDepth(uint32_t depth);
/**
Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets
which represent triangles.
\param[out] vertexBuffer Array of vertices to be filled
\param[out] indexBuffer Array of arrays of indices to be filled
*/
void getBufferedBaseMeshes(std::vector<Vertex>& vertexBuffer, std::vector<std::vector<uint32_t> >& indexBuffer);
/**
Get result geometry after tesselation and application of noise as vertex and index buffers, where index buffers contain series of triplets
which represent triangles.
\param[out] vertexBuffer Array of vertices to be filled
\param[out] indexBuffer Array of arrays of indices to be filled
*/
void getBufferedNoiseMeshes(std::vector<Vertex>& vertexBuffer, std::vector<std::vector<uint32_t> >& indexBuffer);
/**
Set automatic islands removing. May cause instabilities.
\param[in] isRemoveIslands Flag whether remove or not islands.
*/
void setRemoveIslands(bool isRemoveIslands);
/**
Try find islands and remove them on some specifical chunk. If chunk has childs, island removing can lead to wrong results! Apply it before further chunk splitting.
\param[in] chunkId Chunk ID which should be checked for islands
\return Number of found islands is returned
*/
int32_t islandDetectionAndRemoving(int32_t chunkId);
private:
void eraseChunk(int32_t chunkId);
bool isAncestorForChunk(int32_t ancestorId, int32_t chunkId);
void deleteAllChildsOfChunk(int32_t chunkId);
int32_t slicingNoisy(uint32_t chunkId, SlicingConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd);
protected:
/**
Mesh scaled to unite-cube and translated to the origin
*/
float mScaleFactor;
physx::PxVec3 mOffset;
/* Chunk mesh wrappers */
std::vector<ChunkPostProcessor*> mChunkPostprocessors;
int32_t mPlaneIndexerOffset;
int32_t mChunkIdCounter;
std::vector<ChunkInfo> mChunkData;
bool mRemoveIslands;
NvBlastLog mLoggingCallback;
};
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGFRACTURETOOL_H
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