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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2017 NVIDIA Corporation. All rights reserved.
#include "../include/NvFlexExt.h"
#include "../core/cloth.h"
namespace
{
struct Key
{
Key(int i, float d) : index(i), depth(d) {}
int index;
float depth;
bool operator < (const Key& rhs) const { return depth < rhs.depth; }
};
}
int NvFlexExtCreateWeldedMeshIndices(const float* vertices, int numVertices, int* uniqueIndices, int* originalToUniqueMap, float threshold)
{
memset(originalToUniqueMap, -1, numVertices*sizeof(int));
const Vec3* positions = (const Vec3*)vertices;
// use a sweep and prune style search to accelerate neighbor finding
std::vector<Key> keys;
for (int i=0; i < numVertices; i++)
keys.push_back(Key(i, positions[i].z));
std::sort(keys.begin(), keys.end());
int uniqueCount = 0;
// sweep keys to find matching verts
for (int i=0; i < numVertices; ++i)
{
// we are a duplicate, skip
if (originalToUniqueMap[keys[i].index] != -1)
continue;
// scan forward until no vertex can be closer than threshold
for (int j=i+1; j < numVertices && (keys[j].depth-keys[i].depth) <= threshold; ++j)
{
float distance = Length(Vector3(positions[keys[i].index])-Vector3(positions[keys[j].index]));
if (distance <= threshold)
originalToUniqueMap[keys[j].index] = uniqueCount;
}
originalToUniqueMap[keys[i].index] = uniqueCount;
uniqueIndices[uniqueCount++] = keys[i].index;
}
return uniqueCount;
}
NvFlexExtAsset* NvFlexExtCreateClothFromMesh(const float* particles, int numVertices, const int* indices, int numTriangles, float stretchStiffness, float bendStiffness, float tetherStiffness, float tetherGive, float pressure)
{
NvFlexExtAsset* asset = new NvFlexExtAsset();
memset(asset, 0, sizeof(*asset));
asset->particles = new float[numVertices*4];
memcpy(asset->particles, particles, numVertices*sizeof(float)*4);
asset->triangleIndices = new int[numTriangles*3];
memcpy(asset->triangleIndices, indices, numTriangles*3*sizeof(int));
asset->numParticles = numVertices;
asset->maxParticles = numVertices;
asset->numTriangles = numTriangles;
// create cloth mesh
ClothMesh cloth((Vec4*)particles, numVertices, indices, numTriangles*3, stretchStiffness, bendStiffness, true);
if (cloth.mValid)
{
// create tethers
if (tetherStiffness > 0.0f)
{
std::vector<int> anchors;
anchors.reserve(numVertices);
// find anchors
for (int i=0; i < numVertices; ++i)
{
Vec4& particle = ((Vec4*)particles)[i];
if (particle.w == 0.0f)
anchors.push_back(i);
}
if (anchors.size())
{
// create tethers
for (int i=0; i < numVertices; ++i)
{
Vec4& particle = ((Vec4*)particles)[i];
if (particle.w == 0.0f)
continue;
float minSqrDist = FLT_MAX;
int minIndex = -1;
// find the closest attachment point
for (int a=0; a < int(anchors.size()); ++a)
{
Vec4& attachment = ((Vec4*)particles)[anchors[a]];
float distSqr = LengthSq(Vec3(particle)-Vec3(attachment));
if (distSqr < minSqrDist)
{
minSqrDist = distSqr;
minIndex = anchors[a];
}
}
// add a tether
if (minIndex != -1)
{
cloth.mConstraintIndices.push_back(i);
cloth.mConstraintIndices.push_back(minIndex);
cloth.mConstraintRestLengths.push_back(sqrtf(minSqrDist)*(1.0f + tetherGive));
// negative stiffness indicates tether (unilateral constraint)
cloth.mConstraintCoefficients.push_back(-tetherStiffness);
}
}
}
}
const int numSprings = int(cloth.mConstraintCoefficients.size());
asset->springIndices = new int[numSprings*2];
asset->springCoefficients = new float[numSprings];
asset->springRestLengths = new float[numSprings];
asset->numSprings = numSprings;
for (int i=0; i < numSprings; ++i)
{
asset->springIndices[i*2+0] = cloth.mConstraintIndices[i*2+0];
asset->springIndices[i*2+1] = cloth.mConstraintIndices[i*2+1];
asset->springRestLengths[i] = cloth.mConstraintRestLengths[i];
asset->springCoefficients[i] = cloth.mConstraintCoefficients[i];
}
if (pressure > 0.0f)
{
asset->inflatable = true;
asset->inflatableVolume = cloth.mRestVolume;
asset->inflatableStiffness = cloth.mConstraintScale;
asset->inflatablePressure = pressure;
}
}
else
{
NvFlexExtDestroyAsset(asset);
return NULL;
}
return asset;
}
struct FlexExtTearingClothAsset : public NvFlexExtAsset
{
ClothMesh* mMesh;
};
NvFlexExtAsset* NvFlexExtCreateTearingClothFromMesh(const float* particles, int numParticles, int maxParticles, const int* indices, int numTriangles, float stretchStiffness, float bendStiffness, float pressure)
{
FlexExtTearingClothAsset* asset = new FlexExtTearingClothAsset();
memset(asset, 0, sizeof(*asset));
asset->particles = new float[maxParticles*4];
memcpy(asset->particles, particles, numParticles*sizeof(float)*4);
asset->triangleIndices = new int[numTriangles*3];
memcpy(asset->triangleIndices, indices, numTriangles*3*sizeof(int));
asset->numParticles = numParticles;
asset->maxParticles = maxParticles;
asset->numTriangles = numTriangles;
// create and store cloth mesh
asset->mMesh = new ClothMesh((Vec4*)particles, numParticles, indices, numTriangles*3, stretchStiffness, bendStiffness, true);
ClothMesh& cloth = *asset->mMesh;
if (cloth.mValid)
{
const int numSprings = int(cloth.mConstraintCoefficients.size());
// asset references cloth mesh memory directly
asset->springIndices = &cloth.mConstraintIndices[0];
asset->springCoefficients = &cloth.mConstraintCoefficients[0];
asset->springRestLengths = &cloth.mConstraintRestLengths[0];
asset->numSprings = numSprings;
if (pressure > 0.0f)
{
asset->inflatable = true;
asset->inflatableVolume = cloth.mRestVolume;
asset->inflatableStiffness = cloth.mConstraintScale;
asset->inflatablePressure = pressure;
}
}
else
{
NvFlexExtDestroyAsset(asset);
return NULL;
}
return asset;
}
void NvFlexExtDestroyTearingCloth(NvFlexExtAsset* asset)
{
FlexExtTearingClothAsset* tearable = (FlexExtTearingClothAsset*)asset;
delete[] asset->particles;
delete[] asset->triangleIndices;
delete tearable->mMesh;
delete tearable;
}
void NvFlexExtTearClothMesh(NvFlexExtAsset* asset, float maxStrain, int maxSplits, NvFlexExtTearingParticleClone* particleCopies, int* numParticleCopies, int maxCopies, NvFlexExtTearingMeshEdit* triangleEdits, int* numTriangleEdits, int maxEdits)
{
FlexExtTearingClothAsset* tearable = (FlexExtTearingClothAsset*)asset;
std::vector<ClothMesh::TriangleUpdate> edits;
std::vector<ClothMesh::VertexCopy> copies;
int splits = 0;
maxCopies = Min(maxCopies, tearable->maxParticles-tearable->numParticles);
// iterate over all edges and tear if beyond maximum strain
for (int i=0; i < tearable->numSprings && int(copies.size()) < maxCopies && splits < maxSplits; ++i)
{
int a = tearable->springIndices[i*2+0];
int b = tearable->springIndices[i*2+1];
Vec3 p = Vec3(&tearable->particles[a*4]);
Vec3 q = Vec3(&tearable->particles[b*4]);
// check strain and break if greater than max threshold
if (Length(p-q) > tearable->springRestLengths[i]*maxStrain)
{
// skip fixed particles
if (Vec4(&tearable->particles[a*4]).w == 0.0f)
continue;
if (Vec4(&tearable->particles[b*4]).w == 0.0f)
continue;
// choose vertex of edge to split
const int splitIndex = Randf() > 0.5f ? a : b;
const Vec3 splitPlane = Normalize(p-q); // todo: use plane perpendicular to normal and edge..
std::vector<int> adjacentTriangles;
std::vector<int> adjacentVertices;
const int newIndex = tearable->mMesh->SplitVertex((Vec4*)tearable->particles, splitIndex, splitPlane, adjacentTriangles, adjacentVertices, edits, copies, maxCopies-int(copies.size()));
if (newIndex != -1)
{
++splits;
// separate each adjacent vertex if it is now singular
for (int s=0; s < int(adjacentVertices.size()); ++s)
{
const int adjacentVertex = adjacentVertices[s];
tearable->mMesh->SeparateVertex(adjacentVertex, edits, copies, maxCopies-int(copies.size()));
}
// also test the new vertex which can become singular
tearable->mMesh->SeparateVertex(newIndex, edits, copies, maxCopies-int(copies.size()));
}
}
}
// update asset particle count
tearable->numParticles = tearable->mMesh->mNumVertices;
// output copies
for (int c=0; c < int(copies.size()); ++c)
{
NvFlexExtTearingParticleClone clone;
clone.srcIndex = copies[c].srcIndex;
clone.destIndex = copies[c].destIndex;
particleCopies[c] = clone;
}
// output mesh edits, note that some edits will not be reported if edit buffer is not big enough
const int numEdits = Min(int(edits.size()), maxEdits);
for (int u=0; u < numEdits; ++u)
{
NvFlexExtTearingMeshEdit update;
update.triIndex = edits[u].triangle;
update.newParticleIndex = edits[u].vertex;
tearable->triangleIndices[update.triIndex] = update.newParticleIndex;
triangleEdits[u] = update;
}
*numTriangleEdits = numEdits;
*numParticleCopies = int(copies.size());
}
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