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// 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 NVBLASTAUTHORINGFRACTURETOOL_H
#define NVBLASTAUTHORINGFRACTURETOOL_H

#include "NvBlastExtAuthoringTypes.h"

namespace Nv
{
namespace Blast
{

class SpatialAccelerator;
class Triangulator;
class Mesh;

/*
	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
*/
struct SlicingConfiguration
{
	/** 
		Number of slices in each direction
	*/
	int32_t	x_slices = 1, y_slices = 1, z_slices = 1;
	
	/** 
		Offset variation, value in [0, 1]
	*/
	float	offset_variations = 0.f;
	
	/** 
		Angle variation, value in [0, 1]
	*/
	float	angle_variations = 0.f;

	/**
		Noisy slicing configutaion:

		Amplitude of cutting surface noise. If it is 0 - noise is disabled.
	*/
	float	noiseAmplitude = 0.f;
	
	/**
		Frequencey of cutting surface noise. 
	*/
	float	noiseFrequency = 1.f;

	/**
		Octave number in slicing surface noise.
	*/
	uint32_t noiseOctaveNumber = 1;

	/**
		Cutting surface resolution.
	*/
	uint32_t surfaceResolution = 1;
};


/**
	Class for voronoi sites generation inside supplied mesh.
*/
class VoronoiSitesGenerator
{
public:
	virtual ~VoronoiSitesGenerator() {}

	/**
		Release VoronoiSitesGenerator memory
	*/
	virtual void						release() = 0;

	/**
		Set base fracture mesh
	*/
	virtual void						setBaseMesh(const Mesh* mesh) = 0;

	/**
		Access to generated voronoi sites.
		\param[out]				Pointer to generated voronoi sites
		\return					Count of generated voronoi sites.
	*/
	virtual uint32_t					getVoronoiSites(const physx::PxVec3*& sites) = 0;
	
	/**
		Add site in particular point
		\param[in] site		Site coordinates
	*/
	virtual void						addSite(const physx::PxVec3& site) = 0;
	/**
		Uniformly generate sites inside the mesh
		\param[in] numberOfSites	Number of generated sites
	*/
	virtual void						uniformlyGenerateSitesInMesh(uint32_t numberOfSites) = 0;

	/**
		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
	*/
	virtual void						clusteredSitesGeneration(uint32_t numberOfClusters, uint32_t sitesPerCluster, float clusterRadius) = 0;

	/**
		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 
	*/
	virtual 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) = 0;

	/**
		Generate sites inside sphere
		\param[in] count		Count of generated sites
		\param[in] radius		Radius of sphere
		\param[in] center		Center of sphere
	*/
	virtual void						generateInSphere(const uint32_t count, const float radius, const physx::PxVec3& center) = 0;
	/**
		Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes. 
		\param[in] stencil		Stencil mesh.
	*/
	virtual void						setStencil(const Mesh* stencil) = 0;
	/**
		Removes stencil mesh
	*/
	virtual void						clearStencil() = 0;

	/** 
		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
	*/
	virtual void						deleteInSphere(const float radius, const physx::PxVec3& center, const float eraserProbability = 1) = 0;
};

/**
	FractureTool class provides methods to fracture provided mesh and generate Blast asset data
*/
class FractureTool
{

public:
	virtual ~FractureTool() {}

	/**
		Release FractureTool memory
	*/
	virtual void									release() = 0;

	/**
		Reset FractureTool state.
	*/
	virtual void									reset() = 0;
	
	
	/**
		Set input mesh which will be fractured, FractureTool will be reseted.
	*/
	virtual void									setSourceMesh(const Mesh* mesh) = 0;

	/**
	Set the material id to use for new interior faces. Defaults to MATERIAL_INTERIOR
	*/
	virtual void									setInteriorMaterialId(int32_t materialId) = 0;

	/**
	Gets the material id to use for new interior faces
	*/
	virtual int32_t									getInteriorMaterialId() const = 0;

	/**
	Replaces an material id on faces with a new one
	*/
	virtual void									replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) = 0;

	/**
		Get chunk mesh in polygonal representation. User's code should release it after usage.
	*/
	virtual Mesh*									createChunkMesh(int32_t chunkId) = 0;

	/**
		Input mesh is scaled and transformed internally to fit unit cube centered in origin.
		Method provides offset vector and scale parameter;
	*/
	virtual void									getTransformation(physx::PxVec3& offset, float& scale) = 0;


	/**
		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.
	*/
	virtual int32_t									voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const physx::PxVec3* cellPoints, bool replaceChunk) = 0;

	/**
		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] rotation				Voronoi cells rotation. Has no effect without cells scale 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.
	*/
	virtual int32_t									voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const physx::PxVec3* cellPoints, const physx::PxVec3& scale, const physx::PxQuat& rotation, bool replaceChunk) = 0;


	/**
		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.
	*/
	virtual int32_t									slicing(uint32_t chunkId, SlicingConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd) = 0;


	/**
		Creates resulting fractured mesh geometry from intermediate format
	*/
	virtual void									finalizeFracturing() = 0;
	
	virtual uint32_t								getChunkCount() const = 0;

	/**
		Get chunk information
	*/
	virtual const ChunkInfo&    					getChunkInfo(int32_t chunkIndex) = 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
	*/
	virtual float									getMeshOverlap(const Mesh& meshA, const Mesh& meshB) = 0;

	/**
		Get chunk base mesh
		\param[in] chunkIndex Chunk index
		\param[out] output Array of triangles to be filled
		\return number of triangles in base mesh
	*/
	virtual uint32_t								getBaseMesh(int32_t chunkIndex, Triangle*& output) = 0;

	/**
		Return index of chunk with specified chunkId
		\param[in] chunkId Chunk ID
		\return Chunk index in internal buffer, if not exist -1 is returned.
	*/
	virtual int32_t									getChunkIndex(int32_t chunkId) = 0;

	/**
		Return id of chunk with specified index.
		\param[in] chunkIndex Chunk index
		\return Chunk id or -1 if there is no such chunk.
	*/
	virtual int32_t									getChunkId(int32_t chunkIndex) = 0;

	/**
		Return depth level of the given chunk
		\param[in] chunkId Chunk ID
		\return Chunk depth or -1 if there is no such chunk.
	*/
	virtual int32_t									getChunkDepth(int32_t chunkId) = 0;

	/**
		Return array of chunks IDs with given depth.
		\param[in]  depth Chunk depth
		\param[out] Pointer to array of chunk IDs
		\return Number of chunks in array
	*/
	virtual uint32_t								getChunksIdAtDepth(uint32_t depth, int32_t*& chunkIds) = 0;


	/**
		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 indices to be filled
		\param[out] indexBufferOffsets Array of offsets in indexBuffer for each base mesh. 
					Contains getChunkCount() + 1 elements. Last one is indexBuffer size
		\return Number of vertices in vertexBuffer
	*/
	virtual uint32_t								getBufferedBaseMeshes(Vertex*& vertexBuffer, uint32_t*& indexBuffer, uint32_t*& indexBufferOffsets) = 0;

	/**
		Set automatic islands removing. May cause instabilities.
		\param[in] isRemoveIslands Flag whether remove or not islands.
	*/
	virtual void									setRemoveIslands(bool isRemoveIslands) = 0;

	/**
		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
	*/
	virtual int32_t									islandDetectionAndRemoving(int32_t chunkId) = 0;

	/**
		Check if input mesh contains open edges. Open edges can lead to wrong fracturing results.
		\return true if mesh contains open edges
	*/
	virtual bool									isMeshContainOpenEdges(const Mesh* input) = 0;

	/**
		Delete all children for specified chunk (also recursively delete chidren of children).
		\param[in] chunkId Chunk ID which children should be deleted
		\return true if one or more chunks were removed
	*/
	virtual bool									deleteAllChildrenOfChunk(int32_t chunkId) = 0;

	virtual void									uniteChunks(uint32_t maxAtLevel, uint32_t maxGroupSize) = 0;
};

} // namespace Blast
} // namespace Nv

#endif // ifndef NVBLASTAUTHORINGFRACTURETOOL_H