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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