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//
// 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 <PsUserAllocated.h>
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<int> &compoundSizes, nvidia::Array<Convex*> &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<int> mFirstConvexOfCell;
PxBounds3 mBounds;
nvidia::Array<float> mConvexVolumes;
// temporary for intersection computation
mutable nvidia::Array<int> mFirstPiece;
mutable nvidia::Array<bool> mSplitPiece;
struct Piece {
Convex* convex;
int next;
};
mutable nvidia::Array<Piece> mPieces;
};
}
}
}
#endif
#endif
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