00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2016-2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 #ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H 00030 #define NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H 00031 00032 #include "NvBlastTypes.h" 00033 00034 namespace physx 00035 { 00036 class PxCooking; 00037 class PxPhysicsInsertionCallback; 00038 class PxVec3; 00039 class PxConvexMesh; 00040 } 00041 00042 00043 namespace Nv 00044 { 00045 namespace Blast 00046 { 00047 00048 struct CollisionHull; 00049 struct Triangle; 00050 00051 struct CollisionParams 00052 { 00053 CollisionParams() 00054 { 00055 setDefault(); 00056 } 00057 void setDefault() 00058 { 00059 maximumNumberOfHulls = 8; 00060 maximumNumberOfVerticesPerHull = 64; 00061 voxelGridResolution = 1000000; 00062 concavity = 0.0025f; 00063 } 00064 uint32_t maximumNumberOfHulls; // Maximum number of convex hull generated for one chunk. If equal to 1 convex decomposition is disabled. 00065 uint32_t maximumNumberOfVerticesPerHull; // Controls the maximum number of triangles per convex-hull (default=64, range=4-1024) 00066 uint32_t voxelGridResolution; // Voxel grid resolution used for chunk convex decomposition (default=1,000,000, range=10,000-16,000,000). 00067 float concavity; // Value between 0 and 1, controls how accurate hull generation is 00068 }; 00069 00075 class ConvexMeshBuilder 00076 { 00077 public: 00078 virtual ~ConvexMeshBuilder() {} 00079 00083 virtual void release() = 0; 00084 00091 virtual CollisionHull* buildCollisionGeometry(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0; 00092 00100 virtual physx::PxConvexMesh* buildConvexMesh(uint32_t verticesCount, const physx::PxVec3* vertexData) = 0; 00101 00102 00109 virtual physx::PxConvexMesh* buildConvexMesh(const CollisionHull& hull) = 0; 00110 00111 00124 virtual void trimCollisionGeometry(uint32_t chunksCount, CollisionHull** in, const uint32_t* chunkDepth) = 0; 00125 00126 00130 virtual int32_t buildMeshConvexDecomposition(const Nv::Blast::Triangle* mesh, uint32_t triangleCount, const CollisionParams& params, CollisionHull** &convexes) = 0; 00131 00132 }; 00133 00134 } // namespace Blast 00135 } // namespace Nv 00136 00137 00138 #endif // ifndef NVBLASTEXTAUTHORINGCOLLISIONBUILDER_H