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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) 2016-2020 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTAUTHORINGFRACTURETOOLIMPL_H
#define NVBLASTAUTHORINGFRACTURETOOLIMPL_H
#include "NvBlastExtAuthoringFractureTool.h"
#include "NvBlastExtAuthoringMesh.h"
#include <vector>
#include <set>
namespace Nv
{
namespace Blast
{
class SpatialAccelerator;
class Triangulator;
/**
Class for voronoi sites generation inside supplied mesh.
*/
class VoronoiSitesGeneratorImpl : public VoronoiSitesGenerator
{
public:
/**
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
*/
VoronoiSitesGeneratorImpl(const Mesh* mesh, RandomGeneratorBase* rnd);
~VoronoiSitesGeneratorImpl();
void release() override;
/**
Set base fracture mesh
*/
void setBaseMesh(const Mesh* m) override;
/**
Access to generated voronoi sites.
\note User should call NVBLAST_FREE for hulls and hullsOffset when it not needed anymore
\param[out] Pointer to generated voronoi sites
\return Count of generated voronoi sites.
*/
uint32_t getVoronoiSites(const NvcVec3*& sites) override;
/**
Add site in particular point
\param[in] site Site coordinates
*/
void addSite(const NvcVec3& site) override;
/**
Uniformly generate sites inside the mesh
\param[in] numberOfSites Number of generated sites
*/
void uniformlyGenerateSitesInMesh(uint32_t numberOfSites) override;
/**
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
*/
void clusteredSitesGeneration(uint32_t numberOfClusters, uint32_t sitesPerCluster, float clusterRadius) override;
/**
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
*/
void radialPattern(const NvcVec3& center, const NvcVec3& normal, float radius, int32_t angularSteps, int32_t radialSteps, float angleOffset = 0.0f, float variability = 0.0f) override;
/**
Generate sites inside sphere
\param[in] count Count of generated sites
\param[in] radius Radius of sphere
\param[in] center Center of sphere
*/
void generateInSphere(const uint32_t count, const float radius, const NvcVec3& center) override;
/**
Set stencil mesh. With stencil mesh sites are generated only inside both of fracture and stencil meshes.
\param[in] stencil Stencil mesh.
*/
void setStencil(const Mesh* stencil) override;
/**
Removes stencil mesh
*/
void clearStencil() override;
/**
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
*/
void deleteInSphere(const float radius, const NvcVec3& center, const float eraserProbability = 1) override;
private:
std::vector <NvcVec3> mGeneratedSites;
const Mesh* mMesh;
const Mesh* mStencil;
RandomGeneratorBase* mRnd;
SpatialAccelerator* mAccelerator;
};
/**
FractureTool class provides methods to fracture provided mesh and generate Blast asset data
*/
class FractureToolImpl : public FractureTool
{
public:
/**
FractureTool can log asset creation info if logCallback is provided.
*/
FractureToolImpl()
{
mPlaneIndexerOffset = 1;
mChunkIdCounter = 0;
mRemoveIslands = false;
mInteriorMaterialId = kMaterialInteriorId;
}
~FractureToolImpl()
{
reset();
}
void release() override;
/**
Reset FractureTool state.
*/
void reset() override;
/**
Set the material id to use for new interior faces. Defaults to kMaterialInteriorId
*/
void setInteriorMaterialId(int32_t materialId) override;
/**
Gets the material id to use for new interior faces
*/
int32_t getInteriorMaterialId() const override;
/**
Replaces an material id on faces with a new one
*/
void replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId) override;
/**
Set input mesh wich will be fractured, FractureTool will be reseted.
*/
void setSourceMesh(const Mesh* mesh) override;
/**
Set chunk mesh, parentId should be valid, return id of new chunk.
*/
int32_t setChunkMesh(const Mesh* mesh, int32_t parentId) override;
/**
Get chunk mesh in polygonal representation
*/
Mesh* createChunkMesh(int32_t chunkId) override;
/**
Input mesh is scaled and transformed internally to fit unit cube centered in origin.
Method provides offset vector and scale parameter;
*/
void getTransformation(NvcVec3& offset, float& scale) override;
/**
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.
*/
int32_t voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const NvcVec3* cellPoints, bool replaceChunk) override;
/**
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.
*/
int32_t voronoiFracturing(uint32_t chunkId, uint32_t cellCount, const NvcVec3* cellPoints, const NvcVec3& scale, const NvcQuat& rotation, bool replaceChunk) override;
/**
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.
*/
int32_t slicing(uint32_t chunkId, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd) override;
/**
Cut chunk with plane.
\param[in] chunkId Chunk to fracture
\param[in] normal Plane normal
\param[in] position Point on plane
\param[in] noise Noise configuration for plane-chunk intersection, see NoiseConfiguration.
\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.
*/
int32_t cut(uint32_t chunkId, const NvcVec3& normal, const NvcVec3& position, const NoiseConfiguration& noise, bool replaceChunk, RandomGeneratorBase* rnd) override;
/**
Cutout fracture for specified chunk.
\param[in] chunkId Chunk to fracture
\param[in] conf Cutout parameters, see CutoutConfiguration.
\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.
*/
int32_t cutout(uint32_t chunkId, CutoutConfiguration conf, bool replaceChunk, RandomGeneratorBase* rnd) override;
/**
Creates resulting fractured mesh geometry from intermediate format
*/
void finalizeFracturing() override;
uint32_t getChunkCount() const override;
/**
Get chunk information
*/
const ChunkInfo& getChunkInfo(int32_t chunkIndex) override;
/**
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
*/
float getMeshOverlap(const Mesh& meshA, const Mesh& meshB) override;
/**
Get chunk base mesh
\note User should call NVBLAST_FREE for output when it not needed anymore
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
\return number of triangles in base mesh
*/
uint32_t getBaseMesh(int32_t chunkIndex, Triangle*& output) override;
/**
Update chunk base mesh
\note Doesn't allocates output array, Triangle* output should be preallocated by user
\param[in] chunkIndex Chunk index
\param[out] output Array of triangles to be filled
\return number of triangles in base mesh
*/
uint32_t updateBaseMesh(int32_t chunkIndex, Triangle* output) override;
/**
Return index of chunk with specified chunkId
\param[in] chunkId Chunk ID
\return Chunk index in internal buffer, if not exist -1 is returned.
*/
int32_t getChunkIndex(int32_t chunkId) override;
/**
Return id of chunk with specified index.
\param[in] chunkIndex Chunk index
\return Chunk id or -1 if there is no such chunk.
*/
int32_t getChunkId(int32_t chunkIndex) override;
/**
Return depth level of the given chunk
\param[in] chunkId Chunk ID
\return Chunk depth or -1 if there is no such chunk.
*/
int32_t getChunkDepth(int32_t chunkId) override;
/**
Return array of chunks IDs with given depth.
\note User should call NVBLAST_FREE for chunkIds when it not needed anymore
\param[in] depth Chunk depth
\param[out] Pointer to array of chunk IDs
\return Number of chunks in array
*/
uint32_t getChunksIdAtDepth(uint32_t depth, int32_t*& chunkIds) override;
/**
Get result geometry without noise as vertex and index buffers, where index buffers contain series of triplets
which represent triangles.
\note User should call NVBLAST_FREE for vertexBuffer, indexBuffer and indexBufferOffsets when it not needed anymore
\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
*/
uint32_t getBufferedBaseMeshes(Vertex*& vertexBuffer, uint32_t*& indexBuffer, uint32_t*& indexBufferOffsets) override;
/**
Set automatic islands removing. May cause instabilities.
\param[in] isRemoveIslands Flag whether remove or not islands.
*/
void setRemoveIslands(bool isRemoveIslands) override;
/**
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
*/
int32_t islandDetectionAndRemoving(int32_t chunkId, bool createAtNewDepth = false) override;
/**
Check if input mesh contains open edges. Open edges can lead to wrong fracturing results.
\return true if mesh contains open edges
*/
bool isMeshContainOpenEdges(const Mesh* input) override;
bool deleteChunkSubhierarchy(int32_t chunkId, bool deleteRoot = false) override;
void uniteChunks(uint32_t threshold, uint32_t targetClusterSize,
const uint32_t* chunksToMerge, uint32_t mergeChunkCount,
const NvcVec2i* adjChunks, uint32_t adjChunksSize,
bool removeOriginalChunks = false) override;
bool setApproximateBonding(uint32_t chunkId, bool useApproximateBonding) override;
/**
Rescale interior uv coordinates of given chunk to fit square of given size.
\param[in] side Size of square side
\param[in] chunkId Chunk ID for which UVs should be scaled.
*/
void fitUvToRect(float side, uint32_t chunkId) override;
/**
Rescale interior uv coordinates of all existing chunks to fit square of given size, relative sizes will be preserved.
\param[in] side Size of square side
*/
void fitAllUvToRect(float side) override;
private:
bool isAncestorForChunk(int32_t ancestorId, int32_t chunkId);
int32_t slicingNoisy(uint32_t chunkId, const SlicingConfiguration& conf, bool replaceChunk, RandomGeneratorBase* rnd);
uint32_t stretchGroup(const std::vector<uint32_t>& group, std::vector<std::vector<uint32_t>>& graph);
void rebuildAdjGraph(const std::vector<uint32_t>& chunksToRebuild, const NvcVec2i* adjChunks, uint32_t adjChunksSize,
std::vector<std::vector<uint32_t> >& chunkGraph);
void fitAllUvToRect(float side, std::set<uint32_t>& mask);
void markLeaves();
/**
Returns newly created chunk index in mChunkData.
*/
uint32_t createNewChunk(uint32_t parentId);
protected:
/**
Mesh scaled to unite-cube and translated to the origin
*/
float mScaleFactor;
NvcVec3 mOffset;
/* Chunk mesh wrappers */
std::vector<Triangulator*> mChunkPostprocessors;
int64_t mPlaneIndexerOffset;
int32_t mChunkIdCounter;
std::vector<ChunkInfo> mChunkData;
bool mRemoveIslands;
int32_t mInteriorMaterialId;
};
void findCellBasePlanes(const std::vector<NvcVec3>& sites, std::vector<std::vector<int32_t> >& neighboors);
Mesh* getCellMesh(class BooleanEvaluator& eval, int32_t planeIndexerOffset, int32_t cellId, const std::vector<NvcVec3>& sites, std::vector < std::vector<int32_t> >& neighboors, int32_t interiorMaterialId, NvcVec3 origin);
} // namespace Blast
} // namespace Nv
#endif // ifndef NVBLASTAUTHORINGFRACTURETOOLIMPL_H
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