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All rights reserved. #ifndef FRACTURE_TOOLS_API_H #define FRACTURE_TOOLS_API_H #include "foundation/Px.h" #include "ExplicitHierarchicalMesh.h" #include "FractureToolsStructs.h" PX_PUSH_PACK_DEFAULT namespace nvidia { namespace apex { struct IntersectMesh; class DestructibleAsset; /** Fracture tools API */ class FractureToolsAPI { public: /** Instantiates a blank CutoutSet */ virtual FractureTools::CutoutSet* createCutoutSet() = 0; /** Builds a cutout set (which must have been initially created by createCutoutSet()). Uses a bitmap described by pixelBuffer, bufferWidth, and bufferHeight. Each pixel is represented by one byte in the buffer. \param cutoutSet the CutoutSet to build \param pixelBuffer pointer to be beginning of the pixel buffer \param bufferWidth the width of the buffer in pixels \param bufferHeight the height of the buffer in pixels \param snapThreshold the pixel distance at which neighboring cutout vertices and segments may be fudged into alignment. \param periodic whether or not to use periodic boundary conditions when creating cutouts from the map */ virtual void buildCutoutSet(FractureTools::CutoutSet& cutoutSet, const uint8_t* pixelBuffer, uint32_t bufferWidth, uint32_t bufferHeight, float snapThreshold, bool periodic) = 0; /** Calculate the mapping between a cutout fracture map and a given triangle. The result is a 3 by 3 matrix M composed by an affine transformation and a rotation, we can get the 3-D projection for a texture coordinate pair (u,v) with such a formula: (x,y,z) = M*PxVec3(u,v,1) \param triangle the target face's normal \param theMapping resulted mapping, composed by an affine transformation and a rotation */ virtual bool calculateCutoutUVMapping(const nvidia::ExplicitRenderTriangle& triangle, PxMat33& theMapping) = 0; /** Uses the passed-in target direction to find the best triangle in the root mesh with normal near the given targetDirection. If triangles exist with normals within one degree of the given target direction, then one with the greatest area of such triangles is used. Otherwise, the triangle with normal closest to the given target direction is used. The resulting triangle is used to calculate a UV mapping as in the function calculateCutoutUVMapping (above). The assumption is that there exists a single mapping for all triangles on a specified face, for this feature to be useful. \param hMesh the explicit mesh with well rectangle-shaped faces \param targetDirection the target face's normal \param theMapping resulted mapping, composed by an affine transformation and a rotation */ virtual bool calculateCutoutUVMapping(nvidia::ExplicitHierarchicalMesh& hMesh, const PxVec3& targetDirection, PxMat33& theMapping) = 0; /** Splits the mesh in chunk[0], forming fractured pieces chunks[1...] using Voronoi decomposition fracturing. \param hMesh the mesh to split \param iHMeshCore if this mesh is not empty, chunk 0 will be used as an indestructible "core" of the fractured mesh. That is, it will be subtracted from hMesh, and placed at level 1 of the hierarchy. The remainder of hMesh will be split as usual, creating chunks at level 1 (and possibly deeper). \param exportCoreMesh if true, a core mesh chunk will be created from iHMeshCore \param coreMeshImprintSubmeshIndex if this is < 0, use the core mesh materials (was applyCoreMeshMaterialToNeighborChunks). Otherwise, use the given submesh \param meshProcessingParams describes generic mesh processing directives \param desc describes the voronoi splitting parameters surfaces (see FractureVoronoiDesc) \param collisionDesc convex hulls will be generated for each chunk using the method. See CollisionDesc. \param randomSeed seed for the random number generator, to ensure reproducibility. \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param cancel if not NULL and *cancel is set to true, the root mesh will be restored to its original state, and the function will return at its earliest opportunity. Meant to be set from another thread. \return true if successful. */ virtual bool createVoronoiSplitMesh ( nvidia::ExplicitHierarchicalMesh& hMesh, nvidia::ExplicitHierarchicalMesh& iHMeshCore, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, const FractureTools::MeshProcessingParameters& meshProcessingParams, const FractureTools::FractureVoronoiDesc& desc, const CollisionDesc& collisionDesc, uint32_t randomSeed, nvidia::IProgressListener& progressListener, volatile bool* cancel = NULL ) = 0; /** Generates a set of uniformly distributed points in the interior of the root mesh. \param hMesh the mesh in which to distribute sites \param siteBuffer an array of PxVec3, at least the size of siteCount \param siteChunkIndices if not NULL, then must be at least the size of siteCount. siteCount indices will be written to this buffer, associating each site with a chunk that contains it. \param siteCount the number of points to write into siteBuffer \param randomSeed pointer to a seed for the random number generator, to ensure reproducibility. If NULL, the random number generator will not be re-seeded. \param microgridSize pointer to a grid size used for BSP creation. If NULL, the default settings will be used. \param meshMode Open mesh handling. Modes: Automatic, Closed, Open (see BSPOpenMode) \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param chunkIndex If this is a valid index, the voronoi sites will only be created within the volume of the indexed chunk. Otherwise, the sites will be created within each of the root-level chunks. Default value is an invalid index. \return returns the number of sites actually created (written to siteBuffer and siteChunkIndices). This may be less than the number of sites requested if site placement fails. */ virtual uint32_t createVoronoiSitesInsideMesh ( nvidia::ExplicitHierarchicalMesh& hMesh, PxVec3* siteBuffer, uint32_t* siteChunkIndices, uint32_t siteCount, uint32_t* randomSeed, uint32_t* microgridSize, BSPOpenMode::Enum meshMode, nvidia::IProgressListener& progressListener, uint32_t chunkIndex = 0xFFFFFFFF ) = 0; /** Creates scatter mesh sites randomly distributed on the mesh. \param meshIndices user-allocated array of size scatterMeshInstancesBufferSize which will be filled in by this function, giving the scatter mesh index used \param relativeTransforms user-allocated array of size scatterMeshInstancesBufferSize which will be filled in by this function, giving the chunk-relative transform for each chunk instance \param chunkMeshStarts user-allocated array which will be filled in with offsets into the meshIndices and relativeTransforms array. For a chunk indexed by i, the corresponding range [chunkMeshStart[i], chunkMeshStart[i+1]-1] in meshIndices and relativeTransforms is used. *NOTE*: chunkMeshStart array must be of at least size N+1, where N is the number of chunks in the base explicit hierarchical mesh. \param scatterMeshInstancesBufferSize the size of meshIndices and relativeTransforms array. \param scatterMeshInstancesBufferSize the size of meshIndices and relativeTransforms array. \param hMesh the mesh in which to distribute sites \param targetChunkCount how many chunks are in the array targetChunkIndices \param targetChunkIndices an array of chunk indices which are candidates for scatter meshes. The elements in the array chunkIndices will come from this array \param randomSeed pointer to a seed for the random number generator, to ensure reproducibility. If NULL, the random number generator will not be re-seeded. \param scatterMeshAssetCount the number of different scatter meshes (not instances). Should not exceed 255. If scatterMeshAssetCount > 255, only the first 255 will be used. \param scatterMeshAssets an array of size scatterMeshAssetCount, of the render mesh assets which will be used for the scatter meshes \param minCount an array of size scatterMeshAssetCount, giving the minimum number of instances to place for each mesh \param maxCount an array of size scatterMeshAssetCount, giving the maximum number of instances to place for each mesh \param minScales an array of size scatterMeshAssetCount, giving the minimum scale to apply to each scatter mesh \param maxScales an array of size scatterMeshAssetCount, giving the maximum scale to apply to each scatter mesh \param maxAngles an array of size scatterMeshAssetCount, giving a maximum deviation angle (in degrees) from the surface normal to apply to each scatter mesh return value the number of instances placed in indices and relativeTransforms (will not exceed scatterMeshInstancesBufferSize) */ virtual uint32_t createScatterMeshSites ( uint8_t* meshIndices, PxMat44* relativeTransforms, uint32_t* chunkMeshStarts, uint32_t scatterMeshInstancesBufferSize, nvidia::ExplicitHierarchicalMesh& hMesh, uint32_t targetChunkCount, const uint16_t* targetChunkIndices, uint32_t* randomSeed, uint32_t scatterMeshAssetCount, nvidia::RenderMeshAsset** scatterMeshAssets, const uint32_t* minCount, const uint32_t* maxCount, const float* minScales, const float* maxScales, const float* maxAngles ) = 0; /** Utility to visualize Voronoi cells for a given set of sites. debugRender rendering object which will receive the drawing primitives associated with this cell visualization sites an array of Voronoi cell sites, of length siteCount siteCount the number of Voronoi cell sites (length of sites array) cellColors an optional array of colors (see RenderDebug for format) for the cells. If NULL, the white (0xFFFFFFFF) color will be used. If not NULL, this (of length cellColorCount) is used to color the cell graphics. The number cellColorCount need not match siteCount. If cellColorCount is less than siteCount, the cell colors will cycle. That is, site N gets cellColor[N%cellColorCount]. cellColorCount the number of cell colors (the length of cellColors array) bounds defines an axis-aligned bounding box which clips the visualization, since some cells extend to infinity cellIndex if this is a valid index (cellIndex < siteCount), then only the cell corresponding to sites[cellIndex] will be drawn. Otherwise, all cells will be drawn. */ virtual void visualizeVoronoiCells ( nvidia::RenderDebugInterface& debugRender, const PxVec3* sites, uint32_t siteCount, const uint32_t* cellColors, uint32_t cellColorCount, const PxBounds3& bounds, uint32_t cellIndex = 0xFFFFFFFF ) = 0; /** Builds a new ExplicitHierarchicalMesh from an array of triangles. \param iHMesh the ExplicitHierarchicalMesh to build \param meshTriangles pointer to array of ExplicitRenderTriangles which make up the mesh \param meshTriangleCount the size of the meshTriangles array \param submeshData pointer to array of ExplicitSubmeshData, describing the submeshes \param submeshCount the size of the submeshData array \param meshPartition if not NULL, an array of size meshPartitionCount, giving the end elements of contiguous subsets of meshTriangles. If meshPartition is NULL, one partition is assumed. When there is one partition, these triangles become the level 0 part. When there is more than one partition, these triangles become level 1 parts, the behavior is determined by firstPartitionIsDepthZero (see below). \param meshPartitionCount if meshPartition is not NULL, this is the size of the meshPartition array. \param parentIndices if not NULL, the parent indices for each chunk (corresponding to a partition in the mesh partition). \param parentIndexCount the size of the parentIndices array. This does not need to match meshPartitionCount. If a mesh partition has an index beyond the end of parentIndices, then the parentIndex is considered to be 0. Therefore, if parentIndexCount = 0, all parents are 0 and so all chunks created will be depth 1. This will cause a depth 0 chunk to be created that is the aggregate of the depth 1 chunks. If parentIndexCount > 0, then the depth-0 chunk must have a parentIndex of -1. To reproduce the effect of the old parameter 'firstPartitionIsDepthZero' = true, set parentIndices to the address of a int32_t containing the value -1, and set parentIndexCount = 1. To reproduce the effect of the old parameter 'firstPartitionIsDepthZero' = false, set parentIndexCount = 0. Note: if parent indices are given, the first one must be -1, and *only* that index may be negative. That is, there may be only one depth-0 mesh and it must be the first mesh. */ virtual bool buildExplicitHierarchicalMesh ( nvidia::ExplicitHierarchicalMesh& iHMesh, const nvidia::ExplicitRenderTriangle* meshTriangles, uint32_t meshTriangleCount, const nvidia::ExplicitSubmeshData* submeshData, uint32_t submeshCount, uint32_t* meshPartition = NULL, uint32_t meshPartitionCount = 0, int32_t* parentIndices = NULL, uint32_t parentIndexCount = 0 ) = 0; /** Set the tolerances used in CSG calculations with BSPs. \param linearTolerance relative (to mesh size) tolerance used with angularTolerance to determine coplanarity. Default = 1.0e-4. \param angularTolerance used with linearTolerance to determine coplanarity. Default = 1.0e-3 \param baseTolerance relative (to mesh size) tolerance used for spatial partitioning \param clipTolerance relative (to mesh size) tolerance used when clipping triangles for CSG mesh building operations. Default = 1.0e-4. \param cleaningTolerance relative (to mesh size) tolerance used when cleaning the out put mesh generated from the toMesh() function. Default = 1.0e-7. */ virtual void setBSPTolerances ( float linearTolerance, float angularTolerance, float baseTolerance, float clipTolerance, float cleaningTolerance ) = 0; /** Set the parameters used in BSP building operations. \param logAreaSigmaThreshold At each step in the tree building process, the surface with maximum triangle area is compared to the other surface triangle areas. If the maximum area surface is far from the "typical" set of surface areas, then that surface is chosen as the next splitting plane. Otherwise, a random test set is chosen and a winner determined based upon the weightings below. The value logAreaSigmaThreshold determines how "atypical" the maximum area surface must be to be chosen in this manner. Default value = 2.0. \param testSetSize Larger values of testSetSize may find better BSP trees, but will take more time to create. testSetSize = 0 is treated as infinity (all surfaces will be tested for each branch). Default value = 10. \param splitWeight How much to weigh the relative number of triangle splits when searching for a BSP surface. Default value = 0.5. \param imbalanceWeight How much to weigh the relative triangle imbalance when searching for a BSP surface. Default value = 0.0. */ virtual void setBSPBuildParameters ( float logAreaSigmaThreshold, uint32_t testSetSize, float splitWeight, float imbalanceWeight ) = 0; /** Builds the root ExplicitHierarchicalMesh from an RenderMeshAsset. Since an DestructibleAsset contains no hierarchy information, the input mesh must have only one part. \param iHMesh the ExplicitHierarchicalMesh to build \param renderMeshAsset input RenderMesh asset \param maxRootDepth cap the root depth at this value. Re-fracturing of the mesh will occur at this depth. Default = UINT32_MAX */ virtual bool buildExplicitHierarchicalMeshFromRenderMeshAsset(nvidia::ExplicitHierarchicalMesh& iHMesh, const nvidia::RenderMeshAsset& renderMeshAsset, uint32_t maxRootDepth = UINT32_MAX) = 0; /** Builds the root ExplicitHierarchicalMesh from an DestructibleAsset. Since an DestructibleAsset contains hierarchy information, the explicit mesh formed will have this hierarchy structure. \param iHMesh the ExplicitHierarchicalMesh to build \param destructibleAsset input Destructible asset \param maxRootDepth cap the root depth at this value. Re-fracturing of the mesh will occur at this depth. Default = UINT32_MAX */ virtual bool buildExplicitHierarchicalMeshFromDestructibleAsset(nvidia::ExplicitHierarchicalMesh& iHMesh, const nvidia::DestructibleAsset& destructibleAsset, uint32_t maxRootDepth = UINT32_MAX) = 0; /** Splits the mesh in chunk[0], forming a hierarchy of fractured meshes in chunks[1...] \param hMesh the mesh to split \param iHMeshCore if this mesh is not empty, chunk 0 will be used as an indestructible "core" of the fractured mesh. That is, it will be subtracted from hMesh, and placed at level 1 of the hierarchy. The remainder of hMesh will be split as usual, creating chunks at level 1 (and possibly deeper). \param exportCoreMesh if true, a core mesh chunk will be created from iHMeshCore \param coreMeshImprintSubmeshIndex if this is < 0, use the core mesh materials (was applyCoreMeshMaterialToNeighborChunks). Otherwise, use the given submesh \param meshProcessingParams describes generic mesh processing directives \param desc describes the slicing surfaces (see FractureSliceDesc) \param collisionDesc convex hulls will be generated for each chunk using the method. See CollisionDesc. \param randomSeed seed for the random number generator, to ensure reproducibility. \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param cancel if not NULL and *cancel is set to true, the root mesh will be restored to its original state, and the function will return at its earliest opportunity. Meant to be set from another thread. \return returns true if successful. */ virtual bool createHierarchicallySplitMesh ( nvidia::ExplicitHierarchicalMesh& hMesh, nvidia::ExplicitHierarchicalMesh& iHMeshCore, bool exportCoreMesh, int32_t coreMeshImprintSubmeshIndex, const FractureTools::MeshProcessingParameters& meshProcessingParams, const FractureTools::FractureSliceDesc& desc, const CollisionDesc& collisionDesc, uint32_t randomSeed, nvidia::IProgressListener& progressListener, volatile bool* cancel = NULL ) = 0; /** Chips the mesh in chunk[0], forming a hierarchy of fractured meshes in chunks[1...] \param hMesh the mesh to split \param meshProcessingParams describes generic mesh processing directives \param desc describes the slicing surfaces (see FractureCutoutDesc) \param iCutoutSet the cutout set to use for fracturing (see CutoutSet) \param sliceDesc used if desc.chunkFracturingMethod = SliceFractureCutoutChunks \param voronoiDesc used if desc.chunkFracturingMethod = VoronoiFractureCutoutChunks \param collisionDesc convex hulls will be generated for each chunk using the method. See CollisionDesc. \param randomSeed seed for the random number generator, to ensure reproducibility. \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param cancel if not NULL and *cancel is set to true, the root mesh will be restored to its original state, and the function will return at its earliest opportunity. Meant to be set from another thread. \return returns true if successful. */ virtual bool createChippedMesh ( nvidia::ExplicitHierarchicalMesh& hMesh, const FractureTools::MeshProcessingParameters& meshProcessingParams, const FractureTools::FractureCutoutDesc& desc, const FractureTools::CutoutSet& iCutoutSet, const FractureTools::FractureSliceDesc& sliceDesc, const FractureTools::FractureVoronoiDesc& voronoiDesc, const CollisionDesc& collisionDesc, uint32_t randomSeed, nvidia::IProgressListener& progressListener, volatile bool* cancel = NULL ) = 0; /** Splits the chunk in chunk[chunkIndex], forming a hierarchy of fractured chunks using slice-mode fracturing. The chunks will be rearranged so that they are in breadth-first order. \param hMesh the ExplicitHierarchicalMesh to act upon \param chunkIndex index of chunk to be split \param meshProcessingParams used to create a BSP for this chunk \param desc describes the slicing surfaces (see FractureSliceDesc) \param collisionDesc convex hulls will be generated for each chunk using the method. See CollisionDesc. \param randomSeed pointer to a seed for the random number generator, to ensure reproducibility. If NULL, the random number generator will not be re-seeded. \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param cancel if not NULL and *cancel is set to true, the root mesh will be restored to its original state, and the function will return at its earliest opportunity. Meant to be set from another thread. \return returns true if successful. */ virtual bool hierarchicallySplitChunk ( nvidia::ExplicitHierarchicalMesh& hMesh, uint32_t chunkIndex, const FractureTools::MeshProcessingParameters& meshProcessingParams, const FractureTools::FractureSliceDesc& desc, const CollisionDesc& collisionDesc, uint32_t* randomSeed, nvidia::IProgressListener& progressListener, volatile bool* cancel = NULL ) = 0; /** Splits the chunk in chunk[chunkIndex], forming fractured chunks using Voronoi decomposition fracturing. The chunks will be rearranged so that they are in breadth-first order. \param hMesh the ExplicitHierarchicalMesh to act upon \param chunkIndex index of chunk to be split \param meshProcessingParams: describes generic mesh processing directives \param desc describes the voronoi splitting parameters surfaces (see FractureVoronoiDesc) \param collisionDesc convex hulls will be generated for each chunk using the method. See CollisionDesc. \param randomSeed pointer to a seed for the random number generator, to ensure reproducibility. If NULL, the random number generator will not be re-seeded. \param progressListener The user must instantiate an IProgressListener, so that this function may report progress of this operation \param cancel if not NULL and *cancel is set to true, the root mesh will be restored to its original state, and the function will return at its earliest opportunity. Meant to be set from another thread. \return returns true if successful. */ virtual bool voronoiSplitChunk ( nvidia::ExplicitHierarchicalMesh& hMesh, uint32_t chunkIndex, const FractureTools::MeshProcessingParameters& meshProcessingParams, const FractureTools::FractureVoronoiDesc& desc, const CollisionDesc& collisionDesc, uint32_t* randomSeed, nvidia::IProgressListener& progressListener, volatile bool* cancel = NULL ) = 0; /** Builds a mesh used for slice fracturing, given the noise parameters and random seed. This function is mostly intended for visualization - to give the user a "typical" slice surface used for fracturing. */ virtual bool buildSliceMesh ( nvidia::IntersectMesh& intersectMesh, nvidia::ExplicitHierarchicalMesh& referenceMesh, const PxPlane& slicePlane, const FractureTools::NoiseParameters& noiseParameters, uint32_t randomSeed ) = 0; /** Instantiates an ExplicitHierarchicalMesh */ virtual nvidia::ExplicitHierarchicalMesh* createExplicitHierarchicalMesh() = 0; /** Instantiates an ExplicitHierarchicalMesh::ConvexHull */ virtual nvidia::ExplicitHierarchicalMesh::ConvexHull* createExplicitHierarchicalMeshConvexHull() = 0; }; }} // namespaces PX_POP_PACK #endif // FRACTURE_TOOLS_API_H