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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.
*/
#include "NvBlastExtAuthoring.h"
#include "NvBlastExtAuthoringMeshImpl.h"
#include "NvBlastExtAuthoringMeshCleanerImpl.h"
#include "NvBlastExtAuthoringFractureToolImpl.h"
#include "NvBlastExtAuthoringCollisionBuilderImpl.h"
#include "NvBlastExtAuthoringBondGeneratorImpl.h"
#include "NvBlastTypes.h"
#include "NvBlastIndexFns.h"
#include "NvBlast.h"
#include "NvBlastGlobals.h"
#include "NvBlastExtPxAsset.h"
#include <algorithm>
#include <memory>
using namespace Nv::Blast;
using namespace physx;
#define SAFE_ARRAY_NEW(T, x) ((x) > 0) ? new T[x] : nullptr;
#define SAFE_ARRAY_DELETE(x) if (x != nullptr) {delete[] x; x = nullptr;}
Mesh* NvBlastExtAuthoringCreateMesh(const PxVec3* position, const PxVec3* normals, const PxVec2* uv, uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount)
{
return new MeshImpl(position, normals, uv, verticesCount, indices, indicesCount);
}
MeshCleaner* NvBlastExtAuthoringCreateMeshCleaner()
{
return new MeshCleanerImpl;
}
VoronoiSitesGenerator* NvBlastExtAuthoringCreateVoronoiSitesGenerator(Mesh* mesh, RandomGeneratorBase* rng)
{
return new VoronoiSitesGeneratorImpl(mesh, rng);
}
FractureTool* NvBlastExtAuthoringCreateFractureTool()
{
return new FractureToolImpl;
}
BlastBondGenerator* NvBlastExtAuthoringCreateBondGenerator(PxCooking* cooking, PxPhysicsInsertionCallback* insertionCallback)
{
return new BlastBondGeneratorImpl(cooking, insertionCallback);
}
ConvexMeshBuilder* NvBlastExtAuthoringCreateConvexMeshBuilder(PxCooking* cooking, PxPhysicsInsertionCallback* insertionCallback)
{
return new ConvexMeshBuilderImpl(cooking, insertionCallback);
}
void buildPhysicsChunks(ConvexMeshBuilder& collisionBuilder, AuthoringResult& result)
{
uint32_t chunkCount = (uint32_t)result.chunkCount;
result.collisionHullOffset = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
result.collisionHullOffset[0] = 0;
result.collisionHull = SAFE_ARRAY_NEW(CollisionHull*, chunkCount);
result.physicsSubchunks = SAFE_ARRAY_NEW(ExtPxSubchunk, chunkCount);
result.physicsChunks = SAFE_ARRAY_NEW(ExtPxChunk, chunkCount);
for (uint32_t i = 0; i < chunkCount; ++i)
{
std::vector<physx::PxVec3> vertices;
for (uint32_t p = result.geometryOffset[i]; p < result.geometryOffset[i+1]; ++p)
{
Nv::Blast::Triangle& tri = result.geometry[p];
vertices.push_back(tri.a.p);
vertices.push_back(tri.b.p);
vertices.push_back(tri.c.p);
}
result.collisionHullOffset[i + 1] = result.collisionHullOffset[i] + 1;
result.collisionHull[i] = collisionBuilder.buildCollisionGeometry((uint32_t)vertices.size(), vertices.data());
result.physicsSubchunks[i].transform = physx::PxTransform(physx::PxIdentity);
result.physicsSubchunks[i].geometry = physx::PxConvexMeshGeometry(collisionBuilder.buildConvexMesh(*result.collisionHull[i]));
result.physicsChunks[i].isStatic = false;
result.physicsChunks[i].subchunkCount = 1;
result.physicsChunks[i].firstSubchunkIndex = i;
//outPhysicsChunks.get()[i].subchunks = &outPhysicsSubchunks[i];
}
}
struct AuthoringResultImpl : public AuthoringResult
{
void releaseCollisionHulls() override
{
if (collisionHull != nullptr)
{
for (uint32_t ch = 0; ch < collisionHullOffset[chunkCount]; ch++)
{
collisionHull[ch]->release();
}
SAFE_ARRAY_DELETE(collisionHullOffset);
SAFE_ARRAY_DELETE(collisionHull);
}
}
void release() override
{
releaseCollisionHulls();
NVBLAST_FREE(asset);
SAFE_ARRAY_DELETE(assetToFractureChunkIdMap);
SAFE_ARRAY_DELETE(geometryOffset);
SAFE_ARRAY_DELETE(geometry);
SAFE_ARRAY_DELETE(chunkDescs);
SAFE_ARRAY_DELETE(bondDescs);
SAFE_ARRAY_DELETE(physicsChunks);
SAFE_ARRAY_DELETE(physicsSubchunks);
delete this;
}
};
AuthoringResult* NvBlastExtAuthoringProcessFracture(FractureTool& fTool, BlastBondGenerator& bondGenerator, ConvexMeshBuilder& collisionBuilder, int32_t defaultSupportDepth)
{
fTool.finalizeFracturing();
const uint32_t chunkCount = fTool.getChunkCount();
if (chunkCount == 0)
{
return nullptr;
}
AuthoringResultImpl* ret = new AuthoringResultImpl;
if (ret == nullptr)
{
return nullptr;
}
AuthoringResult& aResult = *ret;
aResult.chunkCount = chunkCount;
std::shared_ptr<bool> isSupport(new bool[chunkCount], [](bool* b) {delete[] b; });
memset(isSupport.get(), 0, sizeof(bool) * chunkCount);
for (uint32_t i = 0; i < fTool.getChunkCount(); ++i)
{
if (defaultSupportDepth < 0 || fTool.getChunkDepth(fTool.getChunkId(i)) < defaultSupportDepth)
{
isSupport.get()[i] = fTool.getChunkInfo(i).isLeaf;
}
else if (fTool.getChunkDepth(fTool.getChunkId(i)) == defaultSupportDepth)
{
isSupport.get()[i] = true;
}
}
BondGenerationConfig cnf;
cnf.bondMode = BondGenerationConfig::EXACT;
//NvBlastChunkDesc>& chunkDescs = aResult.chunkDescs;
//std::shared_ptr<NvBlastBondDesc>& bondDescs = aResult.bondDescs;
const uint32_t bondCount = bondGenerator.buildDescFromInternalFracture(&fTool, isSupport.get(), aResult.bondDescs, aResult.chunkDescs);
aResult.bondCount = bondCount;
if (bondCount == 0)
{
aResult.bondDescs = nullptr;
}
// order chunks, build map
std::vector<uint32_t> chunkReorderInvMap;
{
std::vector<uint32_t> chunkReorderMap(chunkCount);
std::vector<char> scratch(chunkCount * sizeof(NvBlastChunkDesc));
NvBlastEnsureAssetExactSupportCoverage(aResult.chunkDescs, chunkCount, scratch.data(), logLL);
NvBlastBuildAssetDescChunkReorderMap(chunkReorderMap.data(), aResult.chunkDescs, chunkCount, scratch.data(), logLL);
NvBlastApplyAssetDescChunkReorderMapInPlace(aResult.chunkDescs, chunkCount, aResult.bondDescs, bondCount, chunkReorderMap.data(), true, scratch.data(), logLL);
chunkReorderInvMap.resize(chunkReorderMap.size());
Nv::Blast::invertMap(chunkReorderInvMap.data(), chunkReorderMap.data(), static_cast<unsigned int>(chunkReorderMap.size()));
}
// get result geometry
aResult.geometryOffset = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
aResult.assetToFractureChunkIdMap = SAFE_ARRAY_NEW(uint32_t, chunkCount + 1);
aResult.geometryOffset[0] = 0;
std::vector<Nv::Blast::Triangle*> chunkGeometry(chunkCount);
for (uint32_t i = 0; i < chunkCount; ++i)
{
uint32_t chunkIndex = chunkReorderInvMap[i];
aResult.geometryOffset[i+1] = aResult.geometryOffset[i] + fTool.getBaseMesh(chunkIndex, chunkGeometry[i]);
aResult.assetToFractureChunkIdMap[i] = fTool.getChunkId(chunkIndex);
}
aResult.geometry = SAFE_ARRAY_NEW(Triangle, aResult.geometryOffset[chunkCount]);
for (uint32_t i = 0; i < chunkCount; ++i)
{
uint32_t trianglesCount = aResult.geometryOffset[i + 1] - aResult.geometryOffset[i];
memcpy(aResult.geometry + aResult.geometryOffset[i], chunkGeometry[i], trianglesCount * sizeof(Nv::Blast::Triangle));
}
float maxX = INT32_MIN;
float maxY = INT32_MIN;
float maxZ = INT32_MIN;
float minX = INT32_MAX;
float minY = INT32_MAX;
float minZ = INT32_MAX;
for (uint32_t i = 0; i < bondCount; i++)
{
NvBlastBondDesc& bondDesc = aResult.bondDescs[i];
minX = std::min(minX, bondDesc.bond.centroid[0]);
maxX = std::max(maxX, bondDesc.bond.centroid[0]);
minY = std::min(minY, bondDesc.bond.centroid[1]);
maxY = std::max(maxY, bondDesc.bond.centroid[1]);
minZ = std::min(minZ, bondDesc.bond.centroid[2]);
maxZ = std::max(maxZ, bondDesc.bond.centroid[2]);
}
//std::cout << "Bond bounds: " << std::endl;
//std::cout << "MIN: " << minX << ", " << minY << ", " << minZ << std::endl;
//std::cout << "MAX: " << maxX << ", " << maxY << ", " << maxZ << std::endl;
// prepare physics data (convexes)
buildPhysicsChunks(collisionBuilder, aResult);
// set NvBlastChunk volume from Px geometry
for (uint32_t i = 0; i < chunkCount; i++)
{
float totalVolume = 0.f;
for (uint32_t k = 0; k < aResult.physicsChunks[i].subchunkCount; k++)
{
const auto& subChunk = aResult.physicsSubchunks[aResult.physicsChunks[i].firstSubchunkIndex + k];
physx::PxVec3 localCenterOfMass; physx::PxMat33 intertia; float mass;
subChunk.geometry.convexMesh->getMassInformation(mass, intertia, localCenterOfMass);
const physx::PxVec3 scale = subChunk.geometry.scale.scale;
mass *= scale.x * scale.y * scale.z;
totalVolume += mass / 1.0f; // unit density
}
aResult.chunkDescs[i].volume = totalVolume;
}
// build and serialize ExtPhysicsAsset
NvBlastAssetDesc descriptor;
descriptor.bondCount = bondCount;
descriptor.bondDescs = aResult.bondDescs;
descriptor.chunkCount = chunkCount;
descriptor.chunkDescs = aResult.chunkDescs;
std::vector<uint8_t> scratch(static_cast<unsigned int>(NvBlastGetRequiredScratchForCreateAsset(&descriptor, logLL)));
void* mem = NVBLAST_ALLOC(NvBlastGetAssetMemorySize(&descriptor, logLL));
aResult.asset = NvBlastCreateAsset(mem, &descriptor, scratch.data(), logLL);
//aResult.asset = std::shared_ptr<NvBlastAsset>(asset, [=](NvBlastAsset* asset)
//{
// NVBLAST_FREE(asset);
//});
//std::cout << "Done" << std::endl;
ret->materialCount = 0;
ret->materialNames = nullptr;
return ret;
}
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