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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
|