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| author | Marijn Tamis <[email protected]> | 2018-09-12 14:12:47 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-09-12 14:12:47 +0200 |
| commit | 7bceea80d4a04649f495f4f4331d7e3bdcdb05ca (patch) | |
| tree | 824767cccf7b516a8c0b32467c6314eaa802f58d /NvCloth/Tools/AuthoringLibrary/include | |
| parent | Added missing GenerateProjectsIOS.sh file (diff) | |
| download | nvcloth-7bceea80d4a04649f495f4f4331d7e3bdcdb05ca.tar.xz nvcloth-7bceea80d4a04649f495f4f4331d7e3bdcdb05ca.zip | |
1.1.5 Release (24934621)
Diffstat (limited to 'NvCloth/Tools/AuthoringLibrary/include')
3 files changed, 270 insertions, 0 deletions
diff --git a/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h new file mode 100644 index 0000000..4adab40 --- /dev/null +++ b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h @@ -0,0 +1,98 @@ +// 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) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once +#include <foundation/PxVec2.h> +#include <foundation/PxVec3.h> +#include <foundation/PxVec4.h> +#include <foundation/PxMat44.h> +#include <foundation/PxStrideIterator.h> +#include <vector> +#include <algorithm> + +namespace nv +{ +namespace cloth +{ + +class Cloth; + +namespace collisionVisualization +{ + +// struct used to store cashed meshes in +// the initialize and ~destructor methods use nv::cloth::(de)allocate() +struct SimpleMesh +{ + SimpleMesh(); + ~SimpleMesh(); + void initialize(int vertexCount, int indexCount); + physx::PxVec3* mPositions; + physx::PxVec3* mNormals; + physx::PxVec2* mUvs; + unsigned int* mIndices; + + int mVertexCount; + int mIndexCount; + + physx::PxStrideIterator<physx::PxVec3> GetPositionIterator() { return physx::PxStrideIterator<physx::PxVec3>(mPositions); } + physx::PxStrideIterator<physx::PxVec3> GetNormalIterator() { return physx::PxStrideIterator<physx::PxVec3>(mNormals); } + physx::PxStrideIterator<physx::PxVec2> GetUvIterator() { return physx::PxStrideIterator<physx::PxVec2>(mUvs); } + physx::PxStrideIterator<unsigned int> GetIndexIterator() { return physx::PxStrideIterator<unsigned int>(mIndices); } + +}; + +//Generates simple meshes with smooth shading +//Use the Get*MemorySize to calculate how much memory the generate* function needs +//outNormals and outUvs are optional, they can be left nullptr + +//Spheres +void getSphereMemorySize(int segmentsX, int segmentsY, int* outVertexCount, int* outIndexCount); +void generateSphere(int segmentsX, int segmentY, physx::PxMat44 transform, + physx::PxStrideIterator<unsigned int> outIndices, int indexOffset, + physx::PxStrideIterator<physx::PxVec3> outPositions, physx::PxStrideIterator<physx::PxVec3> outNormals = physx::PxStrideIterator<physx::PxVec3>(), physx::PxStrideIterator<physx::PxVec2> outUvs = physx::PxStrideIterator<physx::PxVec2>()); + +//Cylinders without caps +void getCylinderMemorySize(int segmentsX, int segmentsY, int* outVertexCount, int* outIndexCount); +void generateCylinder(int segmentsX, int segmentsY, physx::PxMat44 transform, + physx::PxStrideIterator<unsigned int> outIndices, int indexOffset, + physx::PxStrideIterator<physx::PxVec3> outPositions, physx::PxStrideIterator<physx::PxVec3> outNormals = physx::PxStrideIterator<physx::PxVec3>(), physx::PxStrideIterator<physx::PxVec2> outUvs = physx::PxStrideIterator<physx::PxVec2>()); + + +//Combines cashed spheres and cylinders to generate the capsules +void getCollisionCapsuleMemorySize(int sphereCount, int indexCount, SimpleMesh const& cachedSphere, SimpleMesh const& cachedCylinder, int* outVertexCount, int* outIndexCount); +void generateCollisionCapsules(physx::PxVec4 const* spheres, int sphereCount, uint32_t const* indices, int indexCount, float grow, + SimpleMesh const& cachedSphere, SimpleMesh const& cachedCylinder, + physx::PxStrideIterator<unsigned int> outIndices, int indexOffset, + physx::PxStrideIterator<physx::PxVec3> outPositions, physx::PxStrideIterator<physx::PxVec3> outNormals = physx::PxStrideIterator<physx::PxVec3>(), physx::PxStrideIterator<physx::PxVec2> outUvs = physx::PxStrideIterator<physx::PxVec2>()); +void getCollisionCapsuleSubmeshOffsets(int sphereCount, int indexCount, SimpleMesh const& cachedSphere, SimpleMesh const& cachedCylinder, physx::PxStrideIterator<unsigned int> submehsOffsets); + +} +} +}
\ No newline at end of file diff --git a/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/DebugVisualization.h b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/DebugVisualization.h new file mode 100644 index 0000000..e67ddbf --- /dev/null +++ b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/DebugVisualization.h @@ -0,0 +1,58 @@ +// 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) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once +#include <foundation/PxVec3.h> +#include <foundation/PxVec4.h> +#include <vector> +#include <algorithm> + +namespace nv +{ +namespace cloth +{ + +class Cloth; + +namespace debugVisualization +{ + +typedef void(*AddLineCallback)(physx::PxVec3 posA, physx::PxVec4 colA, physx::PxVec3 posB, physx::PxVec4 colB); + +void VisualizeDistanceConstraints(Cloth* cloth, AddLineCallback addLineCallback); +void VisualizeTethers(Cloth* cloth_, AddLineCallback addLineCallback); +void VisualizeConstraints(Cloth* cloth_, AddLineCallback addLineCallback, int visiblePhaseRangeBegin = 0, int visiblePhaseRangeEnd = 0); +void VisualizeConstraintStiffness(Cloth* cloth_, AddLineCallback addLineCallback); +void VisualizeConstraintError(Cloth* cloth_, AddLineCallback addLineCallback); +void VisualizePositionDelta(Cloth* cloth_, AddLineCallback addLineCallback, float lengthScale = 2.0f); +void VisualizeBoundingBox(Cloth* cloth_, AddLineCallback addLineCallback); + +} +} +}
\ No newline at end of file diff --git a/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/Parameters.h b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/Parameters.h new file mode 100644 index 0000000..38b098f --- /dev/null +++ b/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/Parameters.h @@ -0,0 +1,114 @@ +// 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) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once +#include "NvCloth/Cloth.h" + +namespace nv +{ +namespace cloth +{ +namespace authoring +{ + +enum class ParameterType +{ + NONE, + FLOAT, + VEC3, + VEC3_NORMALIZED, + VEC3_SLIDER1MAX, +}; + +//Parameter set callback types +typedef void(*SetFloatParamType)(Cloth* cloth, float value); +typedef void(*SetVec3ParamType)(Cloth* cloth, physx::PxVec3 value); + +//Parameter get callback types +typedef float(*GetFloatParamType)(Cloth* cloth); +typedef physx::PxVec3(*GetVec3ParamType)(Cloth* cloth); + +struct Parameter +{ + Parameter() {} + Parameter(Parameter const & other) + { + memcpy(this, &other, sizeof(Parameter)); + } + Parameter& operator=(Parameter const & other) + { + memcpy(this, &other, sizeof(Parameter)); + } + + int mParameterId; + int mCatagoryId; + const char* mName; + const char* mDescription; + ParameterType mType; + + //Setters + union + { + void* SetFunctionPointer; + SetFloatParamType SetFloat; + SetVec3ParamType SetVec3; + }; + + //Getters + union + { + void* GetFunctionPointer; + GetFloatParamType GetFloat; + GetVec3ParamType GetVec3; + }; + + union + { + float mMinFloat; + physx::PxVec3 mMinVec3; + }; + + union + { + float mMaxFloat; + physx::PxVec3 mMaxVec3; + }; + bool mHardMinLimit; //true if the mMax* limit should be respected, false if they are just guide lines + bool mHardMaxLimit; //true if the mMax* limit should be respected, false if they are just guide lines +}; + +int GetClothNumParameters(); +Parameter const& GetClothParameterInfo(int id); +int GetClothNumParameterCatagories(); +const char* GetClothParameterCatagorieInfo(int id); + + +} +} +}
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