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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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H
#define NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H
#include "NvBlastExtAuthoringBondGenerator.h"
#include "NvBlastExtAuthoringFractureTool.h"
#include <PxPlane.h>
#include <NvBlastExtAuthoringConvexMeshBuilder.h>
#include <vector>
#include <set>
namespace Nv
{
namespace Blast
{
/**
Tool for gathering bond information from provided mesh geometry
*/
class BlastBondGeneratorImpl : public BlastBondGenerator
{
public:
BlastBondGeneratorImpl(ConvexMeshBuilder* builder)
: mConvexMeshBuilder(builder) {};
virtual void release() override;
virtual int32_t buildDescFromInternalFracture(FractureTool* tool, const bool* chunkIsSupport,
NvBlastBondDesc*& resultBondDescs, NvBlastChunkDesc*& resultChunkDescriptors) override;
virtual int32_t createBondBetweenMeshes(uint32_t meshACount, const Triangle* meshA, uint32_t meshBCount, const Triangle* meshB,
NvBlastBond& resultBond, BondGenerationConfig conf) override;
virtual int32_t createBondBetweenMeshes(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
uint32_t overlapsCount, const uint32_t* overlapsA, const uint32_t* overlapsB,
NvBlastBondDesc*& resultBond, BondGenerationConfig cfg) override;
virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
const bool* chunkIsSupport, NvBlastBondDesc*& resultBondDescs,
BondGenerationConfig conf) override;
virtual int32_t bondsFromPrefractured(uint32_t meshCount, const uint32_t* convexHullOffset, const CollisionHull** chunkHulls,
const bool* chunkIsSupport, const uint32_t* meshGroups, NvBlastBondDesc*& resultBondDescs, float maxSeparation) override;
private:
float processWithMidplanes(TriangleProcessor* trProcessor, const Triangle* mA, uint32_t mavc, const Triangle* mB, uint32_t mbvc, const CollisionHull* hull1, const CollisionHull* hull2,
const std::vector<physx::PxVec3>& hull1p, const std::vector<physx::PxVec3>& hull2p,
physx::PxVec3& normal, physx::PxVec3& centroid, float maxRelSeparation);
int32_t createFullBondListAveraged( uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry, const CollisionHull** chunkHulls,
const bool* supportFlags, const uint32_t* meshGroups, NvBlastBondDesc*& resultBondDescs, BondGenerationConfig conf, std::set<std::pair<uint32_t, uint32_t> >* pairNotToTest = nullptr);
int32_t createFullBondListExact( uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
const bool* supportFlags, NvBlastBondDesc*& resultBondDescs, BondGenerationConfig conf);
int32_t createFullBondListExactInternal(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry,
std::vector<PlaneChunkIndexer>& planeTriangleMapping , NvBlastBondDesc*& resultBondDescs);
int32_t createBondForcedInternal( const std::vector<physx::PxVec3>& hull0, const std::vector<physx::PxVec3>& hull1,const CollisionHull& cHull0,
const CollisionHull& cHull1, physx::PxBounds3 bound0, physx::PxBounds3 bound1, NvBlastBond& resultBond, float overlapping);
void buildGeometryCache(uint32_t meshCount, const uint32_t* geometryOffset, const Triangle* geometry);
void resetGeometryCache();
ConvexMeshBuilder* mConvexMeshBuilder;
std::vector<std::vector<Triangle> > mGeometryCache;
std::vector<PlaneChunkIndexer> mPlaneCache;
std::vector<CollisionHull*> mCHullCache;
std::vector<std::vector<physx::PxVec3> > mHullsPointsCache;
std::vector<physx::PxBounds3 > mBoundsCache;
};
} // namespace Blast
} // namespace Nv
#endif // NVBLASTEXTAUTHORINGBONDGENERATORIMPL_H
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