1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
#include "AssetGenerator.h"
#include <cstring>
void CubeAssetGenerator::generate(GeneratorAsset& asset, const Settings& settings)
{
// cleanup
asset.solverChunks.clear();
asset.solverBonds.clear();
asset.chunks.clear();
// initial params
std::vector<uint32_t> depthStartIDs;
std::vector<GeneratorAsset::Vec3> 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<uint32_t> chunkReorderMap(asset.solverChunks.size());
std::vector<char> scratch(asset.solverChunks.size() * sizeof(NvBlastChunkDesc));
NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), asset.solverChunks.data(), (uint32_t)asset.solverChunks.size(), scratch.data(), nullptr);
std::vector<GeneratorAsset::BlastChunkCube> 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<NvBlastBondDesc>& 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);
}
|