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
|
// 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) 2016-2017 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTAUTHORING_H
#define NVBLASTAUTHORING_H
#include "NvBlastExtAuthoringTypes.h"
namespace physx
{
class PxCooking;
class PxPhysicsInsertionCallback;
}
namespace Nv
{
namespace Blast
{
class Mesh;
class VoronoiSitesGenerator;
class FractureTool;
class ConvexMeshBuilder;
class BlastBondGenerator;
class MeshCleaner;
}
}
/**
Constructs mesh object from array of triangles.
User should call release() after usage.
\param[in] positions Array for vertex positions, 3 * verticesCount floats will be read
\param[in] normals Array for vertex normals, 3 * verticesCount floats will be read
\param[in] uv Array for vertex uv coordinates, 2 * verticesCount floats will be read
\param[in] verticesCount Number of vertices in mesh
\param[in] indices Array of vertex indices. Indices contain vertex index triplets which form a mesh triangle.
\param[in] indicesCount Indices count (should be equal to numberOfTriangles * 3)
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NVBLAST_API Nv::Blast::Mesh* NvBlastExtAuthoringCreateMesh(const physx::PxVec3* positions, const physx::PxVec3* normals,
const physx::PxVec2* uv, uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount);
/**
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 Pointer to VoronoiSitesGenerator. User's code should release it after usage.
*/
NVBLAST_API Nv::Blast::VoronoiSitesGenerator* NvBlastExtAuthoringCreateVoronoiSitesGenerator(Nv::Blast::Mesh* mesh,
Nv::Blast::RandomGeneratorBase* rng);
/**
Create FractureTool object.
\return Pointer to create FractureTool. User's code should release it after usage.
*/
NVBLAST_API Nv::Blast::FractureTool* NvBlastExtAuthoringCreateFractureTool();
/**
Create BlastBondGenerator
\return Pointer to created BlastBondGenerator. User's code should release it after usage.
*/
NVBLAST_API Nv::Blast::BlastBondGenerator* NvBlastExtAuthoringCreateBondGenerator(physx::PxCooking* cooking,
physx::PxPhysicsInsertionCallback* insertionCallback);
/**
Create ConvexMeshBuilder
\return Pointer to created ConvexMeshBuilder. User's code should release it after usage.
*/
NVBLAST_API Nv::Blast::ConvexMeshBuilder* NvBlastExtAuthoringCreateConvexMeshBuilder(physx::PxCooking* cooking,
physx::PxPhysicsInsertionCallback* insertionCallback);
/**
Performs pending fractures and generates fractured asset, render and collision geometry
\param[in] fTool Fracture tool created by NvBlastExtAuthoringCreateFractureTool
\param[in] bondGenerator Bond generator created by NvBlastExtAuthoringCreateBondGenerator
\param[in] collisionBuilder Collision builder created by NvBlastExtAuthoringCreateConvexMeshBuilder
\param[in] defaultSupportDepth All new chunks will be marked as support if its depth equal to defaultSupportDepth.
By default leaves (chunks without children) marked as support.
\return Authoring result
*/
NVBLAST_API Nv::Blast::AuthoringResult* NvBlastExtAuthoringProcessFracture(Nv::Blast::FractureTool& fTool,
Nv::Blast::BlastBondGenerator& bondGenerator, Nv::Blast::ConvexMeshBuilder& collisionBuilder, int32_t defaultSupportDepth = -1);
/**
Creates MeshCleaner object
\return pointer to Nv::Blast::Mesh if it was created succefully otherwise return nullptr
*/
NVBLAST_API Nv::Blast::MeshCleaner* NvBlastExtAuthoringCreateMeshCleaner();
#endif // ifndef NVBLASTAUTHORING_H
|