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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.
#ifndef DESTRUCTIBLE_ASSET_IMPL_H
#define DESTRUCTIBLE_ASSET_IMPL_H
#include "Apex.h"
#include "PsArray.h"
#include "ApexSDKHelpers.h"
#include "DestructibleAsset.h"
#include "ApexSharedUtils.h"
#include "ApexAssetTracker.h"
#include "DestructibleActorParam.h"
#include "ApexUsingNamespace.h"
#include "DestructibleAssetParameters.h"
#include "MeshCookedCollisionStreamsAtScale.h"
#include "MeshCookedCollisionStream.h"
#include "DestructibleAssetCollisionDataSet.h"
#include "CachedOverlaps.h"
#include "PxConvexMesh.h"
#include "authoring/Fracturing.h"
#include "ApexActor.h"
namespace nvidia
{
namespace apex
{
class DestructiblePreview;
}
namespace destructible
{
class ModuleDestructibleImpl;
/**
Descriptor used to create a Destructible actor.
*/
class DestructibleActorDesc : public ApexDesc
{
public:
/**
\brief Constructor sets to default.
*/
PX_INLINE DestructibleActorDesc() : ApexDesc()
{
setToDefault();
}
/**
\brief Resets descriptor to default settings.
*/
PX_INLINE void setToDefault()
{
ApexDesc::setToDefault();
physX3Template = NULL;
crumbleEmitterName = NULL;
dustEmitterName = NULL;
globalPose = PxMat44(PxIdentity);
scale = PxVec3(1.0f);
dynamic = false;
supportDepth = 0;
formExtendedStructures = false;
useAssetDefinedSupport = false;
useWorldSupport = false;
overrideSkinnedMaterials = NULL;
overrideSkinnedMaterialCount = 0;
overrideStaticMaterials = NULL;
overrideStaticMaterialCount = 0;
renderStaticChunksSeparately = true;
destructibleParameters.setToDefault();
}
/**
Returns true iff an object can be created using this descriptor.
*/
PX_INLINE bool isValid() const
{
const float det = (globalPose.column0.getXYZ().cross(globalPose.column1.getXYZ())).dot(globalPose.column2.getXYZ());
if (!PxEquals(det, 1.0f, 0.001f))
{
APEX_DEBUG_WARNING("Mirror transformations are not allowed in the DestructibleActor descriptor.");
return false;
}
if (scale.x <= 0 || scale.y <= 0 || scale.z <= 0)
{
APEX_DEBUG_WARNING("Negative scales are not allowed in the DestructibleActor descriptor.");
return false;
}
if (physX3Template && !physX3Template->isValid() )
{
APEX_DEBUG_WARNING("Invalid physx3 descriptor template in the DestructibleActor descriptor.");
return false;
}
if (overrideSkinnedMaterialCount > 0 && overrideSkinnedMaterials == NULL)
{
APEX_DEBUG_WARNING("overrideSkinnedMaterials is NULL, but overrideSkinnedMaterialCount > 0.");
return false;
}
if (overrideStaticMaterialCount > 0 && overrideStaticMaterials == NULL)
{
APEX_DEBUG_WARNING("overrideStaticMaterials is NULL, but overrideStaticMaterialCount > 0.");
return false;
}
// Note - Not checking shapeDescTemplate, since meshData is not supplied
return ApexDesc::isValid();
}
PhysX3DescTemplateImpl* physX3Template;
/**
The name of the MeshParticleSystem to use for crumbling. This overrides the crumble system defined
in the DestructibleAsset if specified.
*/
const char* crumbleEmitterName;
/**
The name of the MeshParticleSystem to use for fracture-line dust. This overrides the dust system defined
in the DestructibleAsset if specified.
*/
const char* dustEmitterName;
/**
Initial global pose of undamaged destructible
*/
PxMat44 globalPose;
/**
3D scale
*/
PxVec3 scale;
/**
Whether or not the destructible starts life as a dynamic actor
*/
bool dynamic;
/**
The chunk hierarchy depth at which to create a support graph. Higher depth levels give more detailed support,
but will give a higher computational load. Chunks below the support depth will never be supported.
*/
uint32_t supportDepth;
/**
If set, and the destructible is initially static, it will become part of an extended support
structure if it is in contact with another static destructible that also has this flag set.
*/
bool formExtendedStructures;
/**
If set, then chunks which are tagged as "support" chunks (via DestructibleChunkDesc::isSupportChunk)
will have environmental support in static destructibles.
Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as
"support" chunks AND overlap the PxScene's static geometry in order to be environmentally supported.
*/
bool useAssetDefinedSupport;
/**
If set, then chunks which overlap the PxScene's static geometry will have environmental support in
static destructibles.
Note: if both ASSET_DEFINED_SUPPORT and WORLD_SUPPORT are set, then chunks must be tagged as
"support" chunks AND overlap the PxScene's static geometry in order to be environmentally supported.
*/
bool useWorldSupport;
/*
If true, static chunks will be renderered separately from dynamic chunks, as a single mesh (not using skinning).
This parameter is ignored if the 'dynamic' parameter is true.
Default value = false.
*/
bool renderStaticChunksSeparately;
/**
Per-actor material names for the skinned mesh
*/
const char** overrideSkinnedMaterials;
/**
Size of overrideSkinnedMaterials array
*/
uint32_t overrideSkinnedMaterialCount;
/**
Per-actor material names for the static mesh
*/
const char** overrideStaticMaterials;
/**
Size of overrideStaticMaterials array
*/
uint32_t overrideStaticMaterialCount;
/**
Initial destructible parameters. These may be changed at runtime.
*/
DestructibleParameters destructibleParameters;
};
/**
Set of sets of convex meshes [scale#][part#]
*/
class DestructibleConvexMeshContainer
{
public:
struct ConvexMeshSet : public UserAllocated
{
ConvexMeshSet() : mReferenceCount(0) {}
physx::Array<PxConvexMesh*> mSet;
uint32_t mReferenceCount;
};
~DestructibleConvexMeshContainer() { reset(); }
uint32_t size() const
{
return mConvexMeshSets.size();
}
physx::Array<PxConvexMesh*>& operator [] (uint32_t i) const
{
return mConvexMeshSets[i]->mSet;
}
uint32_t getReferenceCount(uint32_t i) const
{
return mConvexMeshSets[i]->mReferenceCount;
}
void incReferenceCount(uint32_t i)
{
++mConvexMeshSets[i]->mReferenceCount;
}
bool decReferenceCount(uint32_t i)
{
if (mConvexMeshSets[i]->mReferenceCount == 0)
return false;
--mConvexMeshSets[i]->mReferenceCount;
return true;
}
void resize(uint32_t newSize)
{
const uint32_t oldSize = size();
mConvexMeshSets.resize(newSize);
for (uint32_t i = oldSize; i < newSize; ++i)
{
mConvexMeshSets[i] = PX_NEW(ConvexMeshSet);
}
}
void reset(bool force = true)
{
for (uint32_t i = mConvexMeshSets.size(); i--;)
{
ConvexMeshSet* meshSet = mConvexMeshSets[i];
if (meshSet != NULL)
{
if (force)
{
PX_DELETE(meshSet);
mConvexMeshSets[i] = NULL;
}
else
{
if (meshSet->mReferenceCount == 0)
{
// Release the PhysX convex mesh pointers
for (uint32_t j=0; j<meshSet->mSet.size(); j++)
{
PxConvexMesh* convexMesh = meshSet->mSet[j];
if (convexMesh == NULL)
{
continue;
}
convexMesh->release();
}
meshSet->mSet.resize(0);
PX_DELETE(meshSet);
mConvexMeshSets.replaceWithLast(i);
}
}
}
}
if (force)
{
mConvexMeshSets.reset();
}
}
private:
physx::Array<ConvexMeshSet*> mConvexMeshSets;
};
/**
Destructible asset collision data. Caches collision data for a DestructibleAsset at
various scales.
*/
#define kDefaultDestructibleAssetCollisionScaleTolerance (0.0001f)
class DestructibleAssetCollision : public ApexResource
{
public:
struct Version
{
enum Enum
{
First = 0,
// New versions must be put here. There is no need to explicitly number them. The
// numbers above were put there to conform to the old DestructionToolStreamVersion enum.
Count,
Current = Count - 1
};
};
DestructibleAssetCollision();
DestructibleAssetCollision(NvParameterized::Interface* params);
~DestructibleAssetCollision();
void setDestructibleAssetToCook(class DestructibleAssetImpl* asset);
bool addScale(const PxVec3& scale);
bool cookAll();
bool cookScale(const PxVec3& scale);
void resize(uint32_t hullCount);
const char* getAssetName() const
{
return mParams->assetName;
}
DestructibleAssetImpl* getAsset() { return mAsset; }
PxConvexMesh* getConvexMesh(uint32_t hullIndex, const PxVec3& scale);
PxFileBuf& deserialize(PxFileBuf& stream, const char* assetName);
PxFileBuf& serialize(PxFileBuf& stream) const;
bool platformAndVersionMatch() const;
void setPlatformAndVersion();
uint32_t memorySize() const;
MeshCookedCollisionStreamsAtScale* getCollisionAtScale(const PxVec3& scale);
physx::Array<PxConvexMesh*>* getConvexMeshesAtScale(const PxVec3& scale);
void clearUnreferencedSets();
// Spit out warnings to the error stream for any referenced sets
void reportReferencedSets();
bool incReferenceCount(int scaleIndex);
bool decReferenceCount(int scaleIndex);
void merge(DestructibleAssetCollision& collisionSet);
int32_t getScaleIndex(const PxVec3& scale, float tolerance) const;
private:
DestructibleAssetCollisionDataSet* mParams;
bool mOwnsParams;
class DestructibleAssetImpl* mAsset;
DestructibleConvexMeshContainer mConvexMeshContainer;
};
#define OFFSET_FN(_classname, _membername) static uint32_t _membername##Offset() { return PX_OFFSET_OF(_classname, _membername); }
class DestructibleAssetImpl : public ApexResource
{
public:
enum
{
InvalidChunkIndex = 0xFFFF
};
enum ChunkFlags
{
SupportChunk = (1 << 0),
UnfracturableChunk = (1 << 1),
DescendantUnfractureable = (1 << 2),
UndamageableChunk = (1 << 3),
UncrumbleableChunk = (1 << 4),
#if APEX_RUNTIME_FRACTURE
RuntimeFracturableChunk = (1 << 5),
#endif
Instanced = (1 << 8),
};
struct ChunkInstanceBufferDataElement
{
PxVec3 translation;
PxMat33 scaledRotation;
PxVec2 uvOffset;
PxVec3 localOffset;
OFFSET_FN(ChunkInstanceBufferDataElement, translation)
OFFSET_FN(ChunkInstanceBufferDataElement, scaledRotation)
OFFSET_FN(ChunkInstanceBufferDataElement, uvOffset)
OFFSET_FN(ChunkInstanceBufferDataElement, localOffset)
};
struct ScatterInstanceBufferDataElement
{
PxVec3 translation;
PxMat33 scaledRotation;
float alpha;
OFFSET_FN(ScatterInstanceBufferDataElement, translation)
OFFSET_FN(ScatterInstanceBufferDataElement, scaledRotation)
OFFSET_FN(ScatterInstanceBufferDataElement, alpha)
};
struct ScatterMeshInstanceInfo
{
ScatterMeshInstanceInfo()
: m_actor(NULL)
, m_instanceBuffer(NULL)
, m_IBSize(0)
{}
~ScatterMeshInstanceInfo();
RenderMeshActor* m_actor;
UserRenderInstanceBuffer* m_instanceBuffer;
uint32_t m_IBSize;
physx::Array<ScatterInstanceBufferDataElement> m_instanceBufferData;
};
DestructibleAssetImpl(ModuleDestructibleImpl* module, DestructibleAsset* api, const char* name);
DestructibleAssetImpl(ModuleDestructibleImpl* module, DestructibleAsset* api, NvParameterized::Interface* params, const char* name);
~DestructibleAssetImpl();
const NvParameterized::Interface* getAssetNvParameterized() const
{
return mParams;
}
DestructibleActor* createDestructibleActorFromDeserializedState(NvParameterized::Interface* params, Scene&);
DestructibleActor* createDestructibleActor(const NvParameterized::Interface& params, Scene&);
void releaseDestructibleActor(DestructibleActor& actor);
RenderMeshAsset* getRenderMeshAsset() const
{
return renderMeshAsset;
}
bool setRenderMeshAsset(RenderMeshAsset* newRenderMeshAsset);
bool setScatterMeshAssets(RenderMeshAsset** scatterMeshAssetArray, uint32_t scatterMeshAssetArraySize);
void createScatterMeshInstanceInfo();
UserRenderInstanceBufferDesc getScatterMeshInstanceBufferDesc();
uint32_t getScatterMeshAssetCount() const
{
return scatterMeshAssets.size();
}
virtual RenderMeshAsset* const * getScatterMeshAssets() const
{
return scatterMeshAssets.size() > 0 ? &scatterMeshAssets[0] : NULL;
}
RenderMeshAsset* getRuntimeRenderMeshAsset() const
{
return runtimeRenderMeshAsset;
}
uint32_t getInstancedChunkMeshCount() const
{
return m_instancedChunkMeshCount;
}
uint32_t getChunkCount() const
{
return (uint32_t)mParams->chunks.arraySizes[0];
}
uint32_t getDepthCount() const
{
return mParams->depthCount;
}
bool getScatterMeshAlwaysDrawFlag() const
{
return mParams->destructibleParameters.alwaysDrawScatterMesh;
}
uint32_t getChunkChildCount(uint32_t chunkIndex) const
{
if (chunkIndex >= (uint32_t)mParams->chunks.arraySizes[0])
{
return 0;
}
return (uint32_t)mParams->chunks.buf[chunkIndex].numChildren;
}
uint16_t getChunkDepth(uint32_t chunkIndex) const
{
if (chunkIndex >= (uint32_t)mParams->chunks.arraySizes[0])
{
return 0;
}
return mParams->chunks.buf[chunkIndex].depth;
}
int32_t getChunkChild(uint32_t chunkIndex, uint32_t childIndex) const
{
if (childIndex >= getChunkChildCount(chunkIndex))
{
return -1;
}
return int32_t(mParams->chunks.buf[chunkIndex].firstChildIndex + childIndex);
}
PxBounds3 getBounds() const
{
return mParams->bounds;
}
DestructibleParameters getParameters() const;
DestructibleInitParameters getInitParameters() const;
const char* getCrumbleEmitterName() const;
const char* getDustEmitterName() const;
const char* getFracturePatternName() const;
float getFractureImpulseScale() const
{
return mParams->destructibleParameters.fractureImpulseScale;
}
float getImpactVelocityThreshold() const
{
return mParams->destructibleParameters.impactVelocityThreshold;
}
void getStats(DestructibleAssetStats& stats) const;
void cacheChunkOverlapsUpToDepth(int32_t depth = -1);
float getNeighborPadding() const
{
return mParams->neighborPadding;
}
uint16_t getChunkParentIndex(uint32_t chunkIndex) const
{
PX_ASSERT(chunkIndex < (uint16_t)mParams->chunks.arraySizes[0]);
return mParams->chunks.buf[chunkIndex].parentIndex;
}
PxVec3 getChunkPositionOffset(uint32_t chunkIndex) const
{
PX_ASSERT(chunkIndex < (uint16_t)mParams->chunks.arraySizes[0]);
DestructibleAssetParametersNS::Chunk_Type& sourceChunk = mParams->chunks.buf[chunkIndex];
return (sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0 ? PxVec3(0.0f) : mParams->chunkInstanceInfo.buf[sourceChunk.meshPartIndex].chunkPositionOffset;
}
PxVec2 getChunkUVOffset(uint32_t chunkIndex) const
{
PX_ASSERT(chunkIndex < (uint16_t)mParams->chunks.arraySizes[0]);
DestructibleAssetParametersNS::Chunk_Type& sourceChunk = mParams->chunks.buf[chunkIndex];
return (sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0 ? PxVec2(0.0f) : mParams->chunkInstanceInfo.buf[sourceChunk.meshPartIndex].chunkUVOffset;
}
uint32_t getChunkFlags(uint32_t chunkIndex) const
{
PX_ASSERT(chunkIndex < (uint16_t)mParams->chunks.arraySizes[0]);
DestructibleAssetParametersNS::Chunk_Type& sourceChunk = mParams->chunks.buf[chunkIndex];
uint32_t flags = 0;
if (sourceChunk.flags & DestructibleAssetImpl::SupportChunk)
{
flags |= DestructibleAsset::ChunkEnvironmentallySupported;
}
if (sourceChunk.flags & DestructibleAssetImpl::UnfracturableChunk)
{
flags |= DestructibleAsset::ChunkAndDescendentsDoNotFracture;
}
if (sourceChunk.flags & DestructibleAssetImpl::UndamageableChunk)
{
flags |= DestructibleAsset::ChunkDoesNotFracture;
}
if (sourceChunk.flags & DestructibleAssetImpl::UncrumbleableChunk)
{
flags |= DestructibleAsset::ChunkDoesNotCrumble;
}
if (sourceChunk.flags & DestructibleAssetImpl::Instanced)
{
flags |= DestructibleAsset::ChunkIsInstanced;
}
#if APEX_RUNTIME_FRACTURE
if (sourceChunk.flags & DestructibleAssetImpl::RuntimeFracturableChunk)
{
flags |= DestructibleAsset::ChunkRuntimeFracture;
}
#endif
return flags;
}
uint32_t getPartIndex(uint32_t chunkIndex) const
{
PX_ASSERT(chunkIndex < (uint16_t)mParams->chunks.arraySizes[0]);
DestructibleAssetParametersNS::Chunk_Type& sourceChunk = mParams->chunks.buf[chunkIndex];
return (sourceChunk.flags & DestructibleAssetImpl::Instanced) == 0 ? sourceChunk.meshPartIndex : mParams->chunkInstanceInfo.buf[sourceChunk.meshPartIndex].partIndex;
}
uint32_t getChunkHullIndexStart(uint32_t chunkIndex) const
{
return mParams->chunkConvexHullStartIndices.buf[getPartIndex(chunkIndex)];
}
uint32_t getChunkHullIndexStop(uint32_t chunkIndex) const
{
return mParams->chunkConvexHullStartIndices.buf[getPartIndex(chunkIndex)+1];
}
uint32_t getChunkHullCount(uint32_t chunkIndex) const
{
const uint32_t partIndex = getPartIndex(chunkIndex);
return mParams->chunkConvexHullStartIndices.buf[partIndex+1] - mParams->chunkConvexHullStartIndices.buf[partIndex];
}
uint32_t getPartHullIndexStart(uint32_t partIndex) const
{
return mParams->chunkConvexHullStartIndices.buf[partIndex];
}
uint32_t getPartHullIndexStop(uint32_t partIndex) const
{
return mParams->chunkConvexHullStartIndices.buf[partIndex+1];
}
NvParameterized::Interface** getConvexHullParameters(uint32_t hullIndex) const
{
return mParams->chunkConvexHulls.buf + hullIndex;
}
PxBounds3 getChunkActorLocalBounds(uint32_t chunkIndex) const
{
const uint32_t partIndex = getPartIndex(chunkIndex);
PxBounds3 bounds = renderMeshAsset->getBounds(partIndex);
const PxVec3 offset = getChunkPositionOffset(chunkIndex);
bounds.minimum += offset;
bounds.maximum += offset;
return bounds;
}
const PxBounds3& getChunkShapeLocalBounds(uint32_t chunkIndex) const
{
const uint32_t partIndex = getPartIndex(chunkIndex);
return renderMeshAsset->getBounds(partIndex);
}
void applyTransformation(const PxMat44& transformation, float scale);
void applyTransformation(const PxMat44& transformation);
bool setPlatformMaxDepth(PlatformTag platform, uint32_t maxDepth);
bool removePlatformMaxDepth(PlatformTag platform);
CachedOverlapsNS::IntPair_DynamicArray1D_Type* getOverlapsAtDepth(uint32_t depth, bool create = true) const;
void clearChunkOverlaps(int32_t depth = -1, bool keepCachedFlag = false);
void addChunkOverlaps(IntPair* supportGraphEdges, uint32_t numSupportGraphEdges);
void removeChunkOverlaps(IntPair* supportGraphEdges, uint32_t numSupportGraphEdges, bool keepCachedFlagIfEmpty);
void traceSurfaceBoundary(physx::Array<PxVec3>& outPoints, uint16_t chunkIndex, const PxTransform& localToWorldRT, const PxVec3& scale,
float spacing, float jitter, float surfaceDistance, uint32_t maxPoints);
AuthObjTypeID getObjTypeID() const
{
return mAssetTypeID;
}
const char* getObjTypeName() const
{
return getClassName();
}
const char* getName() const
{
return mName.c_str();
}
void prepareForNewInstance();
void resetInstanceData();
// DestructibleAssetAuthoring methods
virtual bool prepareForPlatform(nvidia::apex::PlatformTag platform) const;
void setFractureImpulseScale(float scale)
{
mParams->destructibleParameters.fractureImpulseScale = scale;
}
void setImpactVelocityThreshold(float threshold)
{
mParams->destructibleParameters.impactVelocityThreshold = threshold;
}
void setChunkOverlapsCacheDepth(int32_t depth = -1);
void setParameters(const DestructibleParameters&);
void setInitParameters(const DestructibleInitParameters&);
void setCrumbleEmitterName(const char*);
void setDustEmitterName(const char*);
void setFracturePatternName(const char*);
void setNeighborPadding(float neighborPadding)
{
mParams->neighborPadding = neighborPadding;
}
uint32_t forceLoadAssets();
void initializeAssetNameTable();
void cleanup();
ModuleDestructibleImpl* getOwner()
{
return module;
}
DestructibleAsset* getAsset()
{
return mNxAssetApi;
}
static AuthObjTypeID getAssetTypeID()
{
return mAssetTypeID;
}
virtual NvParameterized::Interface* getDefaultActorDesc();
virtual NvParameterized::Interface* getDefaultAssetPreviewDesc();
virtual Actor* createApexActor(const NvParameterized::Interface& params, Scene& apexScene);
virtual AssetPreview* createApexAssetPreview(const ::NvParameterized::Interface& /*params*/, AssetPreviewScene* /*previewScene*/);
virtual bool isValidForActorCreation(const ::NvParameterized::Interface& /*parms*/, Scene& /*apexScene*/) const;
uint32_t getActorTransformCount() const
{
return (uint32_t)mParams->actorTransforms.arraySizes[0];
}
const PxMat44* getActorTransforms() const
{
return mParams->actorTransforms.buf;
}
void appendActorTransforms(const PxMat44* transforms, uint32_t transformCount);
void clearActorTransforms();
bool rebuildCollisionGeometry(uint32_t partIndex, const DestructibleGeometryDesc& geometryDesc);
NvParameterized::Interface* acquireNvParameterizedInterface(void)
{
NvParameterized::Interface* ret = mParams;
// don't set mParams to NULL here, because it's read during the asset release
mOwnsParams = false;
return ret;
}
protected:
void init();
void calculateChunkDepthStarts();
void calculateChunkOverlaps(physx::Array<IntPair>& overlaps, uint32_t depth) const;
void reduceAccordingToLOD();
void updateChunkInstanceRenderResources(bool rewriteBuffers, void* userRenderData);
static bool chunksInProximity(const DestructibleAssetImpl& asset0, uint16_t chunkIndex0, const PxTransform& tm0, const PxVec3& scale0,
const DestructibleAssetImpl& asset1, uint16_t chunkIndex1, const PxTransform& tm1, const PxVec3& scale1,
float padding);
bool chunkAndSphereInProximity(uint16_t chunkIndex, const PxTransform& chunkTM, const PxVec3& chunkScale,
const PxVec3& sphereWorldCenter, float sphereRadius, float padding, float* distance);
static DestructibleParameters getParameters(const DestructibleAssetParametersNS::DestructibleParameters_Type&,
const DestructibleAssetParametersNS::DestructibleDepthParameters_DynamicArray1D_Type*);
static void setParameters(const DestructibleParameters&, DestructibleAssetParametersNS::DestructibleParameters_Type&);
static AuthObjTypeID mAssetTypeID;
static const char* getClassName()
{
return DESTRUCTIBLE_AUTHORING_TYPE_NAME;
}
ApexSimpleString mName;
DestructibleAsset* mNxAssetApi;
ModuleDestructibleImpl* module;
DestructibleAssetParameters* mParams;
bool mOwnsParams;
// Has a parameterized internal representation
Array<ConvexHullImpl> chunkConvexHulls;
// Runtime / derived
int32_t chunkOverlapCacheDepth;
Array<ResID> mStaticMaterialIDs;
ApexAssetTracker mCrumbleAssetTracker;
ApexAssetTracker mDustAssetTracker;
RenderMeshAsset* renderMeshAsset;
RenderMeshAsset* runtimeRenderMeshAsset;
physx::Array<PxConvexMesh*>* mCollisionMeshes;
uint32_t mRuntimeCookedConvexCount;
Array<RenderMeshAsset*> scatterMeshAssets;
// Instanced chunks
uint16_t m_instancedChunkMeshCount;
physx::Array<RenderMeshActor*> m_instancedChunkRenderMeshActors; // One per render mesh actor per instanced chunk
physx::Array<uint16_t> m_instancedChunkActorVisiblePart;
physx::Array<uint16_t> m_instancedChunkActorMap; // from instanced chunk instanceInfo index to actor index
physx::Array<UserRenderInstanceBuffer*> m_chunkInstanceBuffers;
physx::Array< physx::Array< ChunkInstanceBufferDataElement > > m_chunkInstanceBufferData;
// Scatter meshes
physx::Array<ScatterMeshInstanceInfo> m_scatterMeshInstanceInfo; // One per scatter mesh asset
uint32_t m_currentInstanceBufferActorAllowance;
bool m_needsInstanceBufferDataResize;
bool m_needsInstanceBufferResize;
nvidia::Mutex m_chunkInstanceBufferDataLock;
bool m_needsScatterMeshInstanceInfoCreation;
int32_t m_instancingRepresentativeActorIndex; // -1 => means it's not set
ResourceList m_destructibleList;
ResourceList m_previewList;
friend class DestructibleStructure;
friend class DestructiblePreviewImpl;
friend class DestructibleActorImpl;
friend class DestructibleActorJointImpl;
friend class DestructibleScene;
friend class ModuleDestructibleImpl;
friend class DestructibleAssetCollision;
friend class DestructibleModuleCachedData;
friend class ApexDamageEventReportDataImpl;
friend class DestructibleRenderableImpl;
NvParameterized::Interface* mApexDestructibleActorParams;
private:
struct PlatformKeyValuePair
{
PlatformKeyValuePair(nvidia::apex::PlatformTag k, uint32_t v): key(k), val(v) {}
~PlatformKeyValuePair() {}
nvidia::apex::PlatformTag key;
uint32_t val;
private:
PlatformKeyValuePair();
};
Array<PlatformKeyValuePair> m_platformFractureDepthMap;
bool setDepthCount(uint32_t targetDepthCount) const;
};
#ifndef WITHOUT_APEX_AUTHORING
void gatherPartMesh(physx::Array<PxVec3>& vertices, physx::Array<uint32_t>& indices, const RenderMeshAsset* renderMeshAsset, uint32_t partIndex);
class DestructibleAssetAuthoringImpl : public DestructibleAssetImpl
{
public:
ExplicitHierarchicalMeshImpl hMesh;
ExplicitHierarchicalMeshImpl hMeshCore;
CutoutSetImpl cutoutSet;
IntersectMesh intersectMesh;
DestructibleAssetAuthoringImpl(ModuleDestructibleImpl* module, DestructibleAsset* api, const char* name) :
DestructibleAssetImpl(module, api, name) {}
DestructibleAssetAuthoringImpl(ModuleDestructibleImpl* module, DestructibleAsset* api, NvParameterized::Interface* params, const char* name) :
DestructibleAssetImpl(module, api, params, name) {}
void setToolString(const char* toolString);
void cookChunks(const DestructibleAssetCookingDesc&, bool cacheOverlaps, uint32_t* chunkIndexMapUser2Apex, uint32_t* chunkIndexMapApex2User, uint32_t chunkIndexMapCount);
void trimCollisionGeometry(const uint32_t* partIndices, uint32_t partIndexCount, float maxTrimFraction = 0.2f);
void serializeFractureToolState(PxFileBuf& stream, nvidia::ExplicitHierarchicalMesh::Embedding& embedding) const;
void deserializeFractureToolState(PxFileBuf& stream, nvidia::ExplicitHierarchicalMesh::Embedding& embedding);
private:
void trimCollisionGeometryInternal(const uint32_t* chunkIndices, uint32_t chunkIndexCount, const physx::Array<IntPair>& parentDepthOverlaps, uint32_t depth, float maxTrimFraction);
};
#endif
}
} // end namespace nvidia
#endif // DESTRUCTIBLE_ASSET_IMPL_H
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