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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) 2016-2018 NVIDIA Corporation. All rights reserved.
#ifndef ASSETGENERATOR_H
#define ASSETGENERATOR_H
#include "NvBlast.h"
#include <vector>
#include <cmath>
class GeneratorAsset
{
public:
struct Vec3
{
float x, y, z;
Vec3() {}
Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
Vec3 operator * (float v) const { return Vec3(x * v, y * v, z * v); }
Vec3 operator * (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); }
Vec3 operator + (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); }
Vec3 operator - (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
Vec3 getNormalized() const
{
return (*this)*(1.0f / sqrt(x*x + y*y + z*z));
}
};
struct BlastChunkCube
{
BlastChunkCube(Vec3 position_, Vec3 extents_)
{
position = position_;
extents = extents_;
}
Vec3 position;
Vec3 extents;
};
std::vector<NvBlastChunkDesc> solverChunks;
std::vector<NvBlastBondDesc> solverBonds;
std::vector<BlastChunkCube> chunks;
Vec3 extents;
};
class CubeAssetGenerator
{
public:
struct DepthInfo
{
DepthInfo(GeneratorAsset::Vec3 slices = GeneratorAsset::Vec3(1, 1, 1), NvBlastChunkDesc::Flags flag_ = NvBlastChunkDesc::Flags::NoFlags)
: slicesPerAxis(slices), flag(flag_) {}
GeneratorAsset::Vec3 slicesPerAxis;
NvBlastChunkDesc::Flags flag;
};
enum BondFlags
{
NO_BONDS = 0,
X_BONDS = 1 << 0,
Y_BONDS = 1 << 1,
Z_BONDS = 1 << 2,
X_PLUS_WORLD_BONDS = 1 << 3,
X_MINUS_WORLD_BONDS = 1 << 4,
Y_PLUS_WORLD_BONDS = 1 << 5,
Y_MINUS_WORLD_BONDS = 1 << 6,
Z_PLUS_WORLD_BONDS = 1 << 7,
Z_MINUS_WORLD_BONDS = 1 << 8,
ALL_INTERNAL_BONDS = X_BONDS | Y_BONDS | Z_BONDS
};
struct Settings
{
Settings() : bondFlags(BondFlags::ALL_INTERNAL_BONDS) {}
std::vector<DepthInfo> depths;
GeneratorAsset::Vec3 extents;
BondFlags bondFlags;
};
static void generate(GeneratorAsset& asset, const Settings& settings);
private:
static void fillBondDesc(std::vector<NvBlastBondDesc>& bondDescs, uint32_t id0, uint32_t id1, GeneratorAsset::Vec3 pos0, GeneratorAsset::Vec3 pos1, GeneratorAsset::Vec3 size, float area);
};
inline CubeAssetGenerator::BondFlags operator | (CubeAssetGenerator::BondFlags a, CubeAssetGenerator::BondFlags b)
{
return static_cast<CubeAssetGenerator::BondFlags>(static_cast<int>(a) | static_cast<int>(b));
}
#endif // #ifndef ASSETGENERATOR_H
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