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sdk/common/NvBlastGeometry.h

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00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
00027 
00028 
00029 #ifndef NVBLASTGEOMETRY_H
00030 #define NVBLASTGEOMETRY_H
00031 
00032 #include "NvBlastTypes.h"
00033 #include "NvBlastMath.h"
00034 #include "NvBlastAssert.h"
00035 
00036 #include <limits>
00037 
00038 
00039 namespace Nv {
00040 namespace Blast{
00041 
00042 
00062 NV_FORCE_INLINE uint32_t findClosestNode(const float point[4], 
00063     const uint32_t firstGraphNodeIndex, const uint32_t* familyGraphNodeIndexLinks,
00064     const uint32_t* adjacencyPartition, const uint32_t* adjacentNodeIndices, const uint32_t* adjacentBondIndices,
00065     const NvBlastBond* assetBonds, const float* bondHealths,
00066     const NvBlastChunk* assetChunks, const float* supportChunkHealths, const uint32_t* chunkIndices)
00067 {
00068     // firstGraphNodeIndex could still be the world chunk, however
00069     // there should be no way a single-node actor that is just the world chunk exists.
00070     uint32_t nodeIndex = firstGraphNodeIndex;
00071     // Since there should always be a regular chunk in the graph, it is possible to initialize closestNode
00072     // as world chunk index but it would always evaluate to some meaningful node index eventually.
00073     uint32_t closestNode = nodeIndex;
00074     float minDist = std::numeric_limits<float>().max();
00075 
00076     // find the closest healthy chunk in the graph by its centroid to point distance
00077     while (!Nv::Blast::isInvalidIndex(nodeIndex))
00078     {
00079         if (supportChunkHealths[nodeIndex] > 0.0f)
00080         {
00081             uint32_t chunkIndex = chunkIndices[nodeIndex];
00082             if (!isInvalidIndex(chunkIndex)) // Invalid if this is the world chunk
00083             {
00084                 const NvBlastChunk& chunk = assetChunks[chunkIndex];
00085                 const float* centroid = chunk.centroid;
00086 
00087                 float d[3]; VecMath::sub(point, centroid, d);
00088                 float dist = VecMath::dot(d, d);
00089 
00090                 if (dist < minDist)
00091                 {
00092                     minDist = dist;
00093                     closestNode = nodeIndex;
00094                 }
00095             }
00096         }
00097         nodeIndex = familyGraphNodeIndexLinks[nodeIndex];
00098     }
00099 
00100     // as long as the world chunk is not input as a single-node graph actor
00101     NVBLAST_ASSERT(!isInvalidIndex(chunkIndices[closestNode]));
00102 
00103     bool iterateOnBonds = true;
00104     if (iterateOnBonds)
00105     {
00106         // improve geometric accuracy by looking on which side of the closest bond the point lies
00107         // expects bond normals to point from the smaller to the larger node index
00108 
00109         nodeIndex = closestNode;
00110         minDist = std::numeric_limits<float>().max();
00111 
00112         const uint32_t startIndex = adjacencyPartition[nodeIndex];
00113         const uint32_t stopIndex = adjacencyPartition[nodeIndex + 1];
00114 
00115         for (uint32_t adjacentIndex = startIndex; adjacentIndex < stopIndex; adjacentIndex++)
00116         {
00117             const uint32_t neighbourIndex = adjacentNodeIndices[adjacentIndex];
00118             const uint32_t neighbourChunk = chunkIndices[neighbourIndex];
00119             if (!isInvalidIndex(neighbourChunk)) // Invalid if neighbor is the world chunk
00120             {
00121                 const uint32_t bondIndex = adjacentBondIndices[adjacentIndex];
00122                 // do not follow broken bonds, since it means that neighbor is not actually connected in the graph
00123                 if (bondHealths[bondIndex] > 0.0f && supportChunkHealths[neighbourIndex] > 0.0f)
00124                 {
00125                     const NvBlastBond& bond = assetBonds[bondIndex];
00126 
00127                     const float* centroid = bond.centroid;
00128                     float d[3]; VecMath::sub(point, centroid, d);
00129                     float dist = VecMath::dot(d, d);
00130 
00131                     if (dist < minDist)
00132                     {
00133                         minDist = dist;
00134                         float s = VecMath::dot(d, bond.normal);
00135                         if (nodeIndex < neighbourIndex)
00136                         {
00137                             closestNode = s < 0.0f ? nodeIndex : neighbourIndex;
00138                         }
00139                         else
00140                         {
00141                             closestNode = s < 0.0f ? neighbourIndex : nodeIndex;
00142                         }
00143                     }
00144                 }
00145             }
00146         }
00147     }
00148 
00149     return closestNode;
00150 }
00151 
00152 
00171 NV_FORCE_INLINE uint32_t findClosestNode(const float point[4],
00172     const uint32_t firstGraphNodeIndex, const uint32_t* familyGraphNodeIndexLinks,
00173     const uint32_t* adjacencyPartition, const uint32_t* adjacentNodeIndices, const uint32_t* adjacentBondIndices,
00174     const NvBlastBond* bonds, const float* bondHealths, const uint32_t* chunkIndices)
00175 {
00176     // firstGraphNodeIndex could still be the world chunk, however
00177     // there should be no way a single-node actor that is just the world chunk exists.
00178     uint32_t nodeIndex = firstGraphNodeIndex;
00179     // Since there should always be a regular chunk in the graph, it is possible to initialize closestNode
00180     // as world chunk index but it would always evaluate to some meaningful node index eventually.
00181     uint32_t closestNode = nodeIndex;
00182     float minDist = std::numeric_limits<float>().max();
00183 
00184     while (!Nv::Blast::isInvalidIndex(nodeIndex))
00185     {
00186         const uint32_t startIndex = adjacencyPartition[nodeIndex];
00187         const uint32_t stopIndex = adjacencyPartition[nodeIndex + 1];
00188 
00189         for (uint32_t adjacentIndex = startIndex; adjacentIndex < stopIndex; adjacentIndex++)
00190         {
00191             const uint32_t neighbourIndex = adjacentNodeIndices[adjacentIndex];
00192             if (nodeIndex < neighbourIndex)
00193             {
00194                 const uint32_t bondIndex = adjacentBondIndices[adjacentIndex];
00195                 if (bondHealths[bondIndex] > 0.0f)
00196                 {
00197                     const NvBlastBond& bond = bonds[bondIndex];
00198 
00199                     const float* centroid = bond.centroid;
00200                     float d[3]; VecMath::sub(point, centroid, d);
00201                     float dist = VecMath::dot(d, d);
00202 
00203                     if (dist < minDist)
00204                     {
00205                         minDist = dist;
00206                         // if any of the nodes is the world chunk, use the valid one instead
00207                         if (isInvalidIndex(chunkIndices[neighbourIndex]))
00208                         {
00209                             closestNode = nodeIndex;
00210                         }
00211                         else if (isInvalidIndex(chunkIndices[nodeIndex]))
00212                         {
00213                             closestNode = neighbourIndex;
00214                         }
00215                         else
00216                         {
00217                             float s = VecMath::dot(d, bond.normal);
00218                             closestNode = s < 0 ? nodeIndex : neighbourIndex;
00219                         }
00220                     }
00221                 }
00222             }
00223         }
00224         nodeIndex = familyGraphNodeIndexLinks[nodeIndex];
00225     }
00226 
00227     // as long as the world chunk is not input as a single-node graph actor
00228     NVBLAST_ASSERT(!isInvalidIndex(chunkIndices[closestNode]));
00229     return closestNode;
00230 }
00231 
00232 
00233 } // namespace Blast
00234 } // namespace Nv
00235 
00236 
00237 #endif // NVBLASTGEOMETRY_H
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