// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "RTdef.h" #if RT_COMPILE #ifndef FRACTURE_PATTERN_BASE #define FRACTURE_PATTERN_BASE #include "Delaunay3dBase.h" #include "Delaunay2dBase.h" #include "CompoundGeometryBase.h" #include "PxTransform.h" #include "PxBounds3.h" #include namespace nvidia { namespace fracture { namespace base { class Convex; class Compound; class CompoundGeometry; //------------------------------------------------------------------------------------------ class FracturePattern : public UserAllocated { friend class SimScene; protected: FracturePattern(SimScene* scene); public: virtual ~FracturePattern() {} void create3dVoronoi(const PxVec3 &dims, int numCells, float biasExp = 1.0f, float maxDist = PX_MAX_F32); void create2dVoronoi(const PxVec3 &dims, int numCells, float biasExp = 1.0f, int numRays = 0); void createRegularCubeMesh(const PxVec3 &dims, float cubeSize); void createRegular3dVoronoi(const PxVec3 &dims, float pieceSize, float relRandOffset = 0.1f); void createLocal3dVoronoi(const PxVec3 &dims, int numCells, float radius); void createGlass(float radius, float thickness, int numSectors, float sectorRand, float firstSegmentSize, float segmentScale, float segmentRand); void createCrack(const PxVec3 &dims, float spacing, float zRand); void createCrosses(const PxVec3 &dims, float spacing); // radius = 0.0f : complete fracture // radius > 0.0f : partial (local) fracture void getCompoundIntersection(const Compound *compound, const PxMat44 &trans, float radius, float minConvexSize, nvidia::Array &compoundSizes, nvidia::Array &newConvexes) const; const CompoundGeometry &getGeometry() { return mGeom; } protected: void addBox(const PxBounds3 &bounds); void clear(); void finalize(); void getConvexIntersection(const Convex *convex, const PxMat44 &trans, float minConvexSize, int numFitDirections = 3) const; SimScene* mScene; CompoundGeometry mGeom; // cells can have multiple connected convexes // if this array is empty, each convex is a separate cell // size of array must be num cells + 1 nvidia::Array mFirstConvexOfCell; PxBounds3 mBounds; nvidia::Array mConvexVolumes; // temporary for intersection computation mutable nvidia::Array mFirstPiece; mutable nvidia::Array mSplitPiece; struct Piece { Convex* convex; int next; }; mutable nvidia::Array mPieces; }; } } } #endif #endif