diff options
| author | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
| commit | 85305930aeeb1d513e23522bd91f29ba81aa6d14 (patch) | |
| tree | 45f1bb20a45a300d1fef107e436cac95602a0e57 /NvCloth/extensions/include/NvClothExt | |
| download | nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.zip | |
NvCloth library v1.0.0
Diffstat (limited to 'NvCloth/extensions/include/NvClothExt')
4 files changed, 607 insertions, 0 deletions
diff --git a/NvCloth/extensions/include/NvClothExt/ClothFabricCooker.h b/NvCloth/extensions/include/NvClothExt/ClothFabricCooker.h new file mode 100644 index 0000000..f2dada0 --- /dev/null +++ b/NvCloth/extensions/include/NvClothExt/ClothFabricCooker.h @@ -0,0 +1,224 @@ +// 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. + + +#ifndef NV_CLOTH_EXTENSIONS_CLOTH_FABRIC_COOKER_H +#define NV_CLOTH_EXTENSIONS_CLOTH_FABRIC_COOKER_H + +/** \addtogroup extensions + @{ +*/ + +#include "ClothMeshDesc.h" +#include "NvCloth/Fabric.h" +#include "NvCloth/Factory.h" + +namespace nv +{ +namespace cloth +{ + +struct CookedData +{ + uint32_t mNumParticles; + Range<const uint32_t> mPhaseIndices; + Range<const int32_t> mPhaseTypes; + Range<const uint32_t> mSets; + Range<const float> mRestvalues; + Range<const float> mStiffnessValues; + Range<const uint32_t> mIndices; + Range<const uint32_t> mAnchors; + Range<const float> mTetherLengths; + Range<const uint32_t> mTriangles; +}; + +/** +\brief Describe type of phase in cloth fabric. +\see Fabric for an explanation of concepts on phase and set. +*/ +struct ClothFabricPhaseType +{ + enum Enum + { + eINVALID, //!< invalid type + eVERTICAL, //!< resists stretching or compression, usually along the gravity + eHORIZONTAL, //!< resists stretching or compression, perpendicular to the gravity + eBENDING, //!< resists out-of-plane bending in angle-based formulation + eSHEARING, //!< resists in-plane shearing along (typically) diagonal edges, + eCOUNT // internal use only + }; +}; + +/** +\brief References a set of constraints that can be solved in parallel. +\see Fabric for an explanation of the concepts on phase and set. +*/ +struct ClothFabricPhase +{ + ClothFabricPhase(ClothFabricPhaseType::Enum type = + ClothFabricPhaseType::eINVALID, physx::PxU32 index = 0); + + /** + \brief Type of constraints to solve. + */ + ClothFabricPhaseType::Enum phaseType; + + /** + \brief Index of the set that contains the particle indices. + */ + physx::PxU32 setIndex; +}; + +PX_INLINE ClothFabricPhase::ClothFabricPhase( + ClothFabricPhaseType::Enum type, physx::PxU32 index) + : phaseType(type) + , setIndex(index) +{} + +/** +\brief References all the data required to create a fabric. +\see ClothFabricCooker.getDescriptor() +*/ +class ClothFabricDesc +{ +public: + /** \brief The number of particles needed when creating a PxCloth instance from the fabric. */ + physx::PxU32 nbParticles; + + /** \brief The number of solver phases. */ + physx::PxU32 nbPhases; + /** \brief Array defining which constraints to solve each phase. See #Fabric.getPhases(). */ + const ClothFabricPhase* phases; + + /** \brief The number of sets in the fabric. */ + physx::PxU32 nbSets; + /** \brief Array with an index per set which points one entry beyond the last constraint of the set. See #Fabric.getSets(). */ + const physx::PxU32* sets; + + /** \brief Array of particle indices which specifies the pair of constrained vertices. See #Fabric.getParticleIndices(). */ + const physx::PxU32* indices; + /** \brief Array of rest values for each constraint. See #Fabric.getRestvalues(). */ + const physx::PxReal* restvalues; + + /** \brief Size of tetherAnchors and tetherLengths arrays, needs to be multiple of nbParticles. */ + physx::PxU32 nbTethers; + /** \brief Array of particle indices specifying the tether anchors. See #Fabric.getTetherAnchors(). */ + const physx::PxU32* tetherAnchors; + /** \brief Array of rest distance between tethered particle pairs. See #Fabric.getTetherLengths(). */ + const physx::PxReal* tetherLengths; + + physx::PxU32 nbTriangles; + const physx::PxU32* triangles; + + /** + \brief constructor sets to default. + */ + PX_INLINE ClothFabricDesc(); + + /** + \brief (re)sets the structure to the default. + */ + PX_INLINE void setToDefault(); + + /** + \brief Returns true if the descriptor is valid. + \return True if the current settings are valid + */ + PX_INLINE bool isValid() const; +}; + +PX_INLINE ClothFabricDesc::ClothFabricDesc() +{ + setToDefault(); +} + +PX_INLINE void ClothFabricDesc::setToDefault() +{ + memset(this, 0, sizeof(ClothFabricDesc)); +} + +PX_INLINE bool ClothFabricDesc::isValid() const +{ + return nbParticles && nbPhases && phases && restvalues && nbSets + && sets && indices && (!nbTethers || (tetherAnchors && tetherLengths)) + && (!nbTriangles || triangles); +} + +///Use NvClothCreateFabricCooker() to create an implemented instance +class NV_CLOTH_IMPORT ClothFabricCooker : public UserAllocated +{ +public: + virtual ~ClothFabricCooker(){} + + /** + \brief Cooks a triangle mesh to a ClothFabricDesc. + \param desc The cloth mesh descriptor on which the generation of the cooked mesh depends. + \param gravity A normalized vector which specifies the direction of gravity. + This information allows the cooker to generate a fabric with higher quality simulation behavior. + The gravity vector should point in the direction gravity will be pulling towards in the most common situation/at rest. + e.g. For flags it might be beneficial to set the gravity horizontal if they are cooked in landscape orientation, as a flag will hang in portrait orientation at rest. + \param useGeodesicTether A flag to indicate whether to compute geodesic distance for tether constraints. + \note The geodesic option for tether only works for manifold input. For non-manifold input, a simple Euclidean distance will be used. + For more detailed cooker status for such cases, try running ClothGeodesicTetherCooker directly. + */ + virtual bool cook(const ClothMeshDesc& desc, physx::PxVec3 gravity, bool useGeodesicTether = true) = 0; + + /** \brief Returns fabric cooked data for creating fabrics. */ + virtual CookedData getCookedData() const = 0; + + /** \brief Returns the fabric descriptor to create the fabric. */ + virtual ClothFabricDesc getDescriptor() const = 0; + /** \brief Saves the fabric data to a platform and version dependent stream. */ + virtual void save(physx::PxOutputStream& stream, bool platformMismatch) const = 0; +}; + +/** @} */ + +} // namespace cloth +} // namespace nv + + +NV_CLOTH_API(nv::cloth::ClothFabricCooker*) NvClothCreateFabricCooker(); + +/** +\brief Cooks a triangle mesh to a Fabric. + +\param factory The factory for which the cloth is cooked. +\param desc The cloth mesh descriptor on which the generation of the cooked mesh depends. +\param gravity A normalized vector which specifies the direction of gravity. +This information allows the cooker to generate a fabric with higher quality simulation behavior. +\param phaseTypes Optional array where phase type information can be writen to. +\param useGeodesicTether A flag to indicate whether to compute geodesic distance for tether constraints. +\return The created cloth fabric, or NULL if creation failed. +*/ +NV_CLOTH_API(nv::cloth::Fabric*) NvClothCookFabricFromMesh(nv::cloth::Factory* factory, + const nv::cloth::ClothMeshDesc& desc, const physx::PxVec3& gravity, + nv::cloth::Vector<int32_t>::Type* phaseTypes = nullptr, bool useGeodesicTether = true); + +#endif // NV_CLOTH_EXTENSIONS_CLOTH_FABRIC_COOKER_H diff --git a/NvCloth/extensions/include/NvClothExt/ClothMeshDesc.h b/NvCloth/extensions/include/NvClothExt/ClothMeshDesc.h new file mode 100644 index 0000000..c649a11 --- /dev/null +++ b/NvCloth/extensions/include/NvClothExt/ClothMeshDesc.h @@ -0,0 +1,211 @@ +// 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. + + +#ifndef NV_CLOTH_EXTENSIONS_CLOTHMESHDESC +#define NV_CLOTH_EXTENSIONS_CLOTHMESHDESC +/** \addtogroup extensions +@{ +*/ + +#include "foundation/PxVec3.h" + +namespace nv +{ +namespace cloth +{ + +struct StridedData +{ + /** + \brief The offset in bytes between consecutive samples in the data. + + <b>Default:</b> 0 + */ + physx::PxU32 stride; + const void* data; + + StridedData() : stride( 0 ), data( NULL ) {} + + template<typename TDataType> + PX_INLINE const TDataType& at( physx::PxU32 idx ) const + { + physx::PxU32 theStride( stride ); + if ( theStride == 0 ) + theStride = sizeof( TDataType ); + physx::PxU32 offset( theStride * idx ); + return *(reinterpret_cast<const TDataType*>( reinterpret_cast< const physx::PxU8* >( data ) + offset )); + } +}; + +struct BoundedData : public StridedData +{ + physx::PxU32 count; + BoundedData() : count( 0 ) {} +}; + +/** +\brief Enum with flag values to be used in ClothMeshDesc. +*/ +struct MeshFlag +{ + enum Enum + { + e16_BIT_INDICES = (1<<1) //!< Denotes the use of 16-bit vertex indices + }; +}; + +/** +\brief Descriptor class for a cloth mesh. +*/ +class ClothMeshDesc +{ +public: + + /** + \brief Pointer to first vertex point. + */ + BoundedData points; + + /** + \brief Pointer to first stiffness value in stiffnes per vertex array. empty if unused. + */ + BoundedData pointsStiffness; + + /** + \brief Determines whether particle is simulated or static. + A positive value denotes that the particle is being simulated, zero denotes a static particle. + This data is used to generate tether and zero stretch constraints. + If invMasses.data is null, all particles are assumed to be simulated + and no tether and zero stretch constraints are being generated. + */ + BoundedData invMasses; + + /** + \brief Pointer to the first triangle. + + These are triplets of 0 based indices: + vert0 vert1 vert2 + vert0 vert1 vert2 + vert0 vert1 vert2 + ... + + where vert* is either a 32 or 16 bit unsigned integer. There are a total of 3*count indices. + The stride determines the byte offset to the next index triple. + + This is declared as a void pointer because it is actually either an physx::PxU16 or a physx::PxU32 pointer. + */ + BoundedData triangles; + + /** + \brief Pointer to the first quad. + + These are quadruples of 0 based indices: + vert0 vert1 vert2 vert3 + vert0 vert1 vert2 vert3 + vert0 vert1 vert2 vert3 + ... + + where vert* is either a 32 or 16 bit unsigned integer. There are a total of 4*count indices. + The stride determines the byte offset to the next index quadruple. + + This is declared as a void pointer because it is actually either an physx::PxU16 or a physx::PxU32 pointer. + */ + BoundedData quads; + + /** + \brief Flags bits, combined from values of the enum ::MeshFlag + */ + unsigned int flags; + + /** + \brief constructor sets to default. + */ + PX_INLINE ClothMeshDesc(); + /** + \brief (re)sets the structure to the default. + */ + PX_INLINE void setToDefault(); + /** + \brief Returns true if the descriptor is valid. + \return True if the current settings are valid + */ + PX_INLINE bool isValid() const; +}; + +PX_INLINE ClothMeshDesc::ClothMeshDesc() //constructor sets to default +{ + flags = 0; +} + +PX_INLINE void ClothMeshDesc::setToDefault() +{ + *this = ClothMeshDesc(); +} + +PX_INLINE bool ClothMeshDesc::isValid() const +{ + if(points.count < 3) //at least 1 trig's worth of points + return false; + if((pointsStiffness.count != points.count) && pointsStiffness.count != 0) + return false; //Either all or none of the points can have stiffness information + if(points.count > 0xffff && flags & MeshFlag::e16_BIT_INDICES) + return false; + if(!points.data) + return false; + if(points.stride < sizeof(physx::PxVec3)) //should be at least one point's worth of data + return false; + + if(invMasses.data && invMasses.stride < sizeof(float)) + return false; + if(invMasses.data && invMasses.count != points.count) + return false; + + if (!triangles.count && !quads.count) // no support for non-indexed mesh + return false; + if (triangles.count && !triangles.data) + return false; + if (quads.count && !quads.data) + return false; + + physx::PxU32 indexSize = (flags & MeshFlag::e16_BIT_INDICES) ? sizeof(physx::PxU16) : sizeof(physx::PxU32); + if(triangles.count && triangles.stride < indexSize*3) + return false; + if(quads.count && quads.stride < indexSize*4) + return false; + + return true; +} + +} // namespace cloth +} // namespace nv + + +/** @} */ +#endif diff --git a/NvCloth/extensions/include/NvClothExt/ClothMeshQuadifier.h b/NvCloth/extensions/include/NvClothExt/ClothMeshQuadifier.h new file mode 100644 index 0000000..735e758 --- /dev/null +++ b/NvCloth/extensions/include/NvClothExt/ClothMeshQuadifier.h @@ -0,0 +1,78 @@ +// 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. + + +#ifndef NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H +#define NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H + +/** \addtogroup extensions +@{ +*/ + +#include "ClothMeshDesc.h" +#include "NvCloth/Callbacks.h" +#include "NvCloth/Allocator.h" + +namespace nv +{ +namespace cloth +{ + +class ClothMeshQuadifier : public UserAllocated +{ +public: + virtual ~ClothMeshQuadifier(){} + + /** + \brief Convert triangles of ClothMeshDesc to quads. + \details In NvCloth, quad dominant mesh representations are preferable to pre-triangulated versions. + In cases where the mesh has been already triangulated, this class provides a meachanism to + convert (quadify) some triangles back to quad representations. + \see ClothFabricCooker + \param desc The cloth mesh descriptor prepared for cooking + */ + virtual bool quadify(const ClothMeshDesc& desc) = 0; + + /** + \brief Returns a mesh descriptor with some triangle pairs converted to quads. + \note The returned descriptor is valid only within the lifespan of ClothMeshQuadifier class. + */ + + virtual ClothMeshDesc getDescriptor() const = 0; + +}; + +} // namespace cloth +} // namespace nv + +NV_CLOTH_API(nv::cloth::ClothMeshQuadifier*) NvClothCreateMeshQuadifier(); + +/** @} */ + +#endif // NV_CLOTH_EXTENSIONS_CLOTH_EDGE_QUADIFIER_H diff --git a/NvCloth/extensions/include/NvClothExt/ClothTetherCooker.h b/NvCloth/extensions/include/NvClothExt/ClothTetherCooker.h new file mode 100644 index 0000000..b8c9e3c --- /dev/null +++ b/NvCloth/extensions/include/NvClothExt/ClothTetherCooker.h @@ -0,0 +1,94 @@ +// 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. + + +#ifndef NV_CLOTH_EXTENSIONS_CLOTH_TETHER_COOKER_H +#define NV_CLOTH_EXTENSIONS_CLOTH_TETHER_COOKER_H + +/** \addtogroup extensions +@{ +*/ + +#include "ClothMeshDesc.h" +#include "NvCloth/Allocator.h" + +namespace nv +{ +namespace cloth +{ + +class ClothTetherCooker : public UserAllocated +{ +public: + virtual ~ClothTetherCooker(){} + + /** + \brief Compute tether data from ClothMeshDesc with simple distance measure. + \details The tether constraint in NvCloth requires rest distance and anchor index to be precomputed during cooking time. + This cooker computes a simple Euclidean distance to closest anchor point. + The Euclidean distance measure works reasonably for flat cloth and flags and computation time is very fast. + With this cooker, there is only one tether anchor point per particle. + \see ClothTetherGeodesicCooker for more accurate distance estimation. + \param desc The cloth mesh descriptor prepared for cooking + */ + virtual bool cook(const ClothMeshDesc &desc) = 0; + + /** + \brief Returns cooker status + \details This function returns cooker status after cooker computation is done. + A non-zero return value indicates a failure. + */ + virtual uint32_t getCookerStatus() const = 0; //From APEX + + /** + \brief Returns number of tether anchors per particle + \note Returned number indicates the maximum anchors. + If some particles are assigned fewer anchors, the anchor indices will be physx::PxU32(-1) + \note If there is no attached point in the input mesh descriptor, this will return 0 and no tether data will be generated. + */ + virtual physx::PxU32 getNbTethersPerParticle() const = 0; + + /** + \brief Returns computed tether data. + \details This function returns anchor indices for each particle as well as desired distance between the tether anchor and the particle. + The user buffers should be at least as large as number of particles. + */ + virtual void getTetherData(physx::PxU32* userTetherAnchors, physx::PxReal* userTetherLengths) const = 0; + +}; + +} // namespace cloth +} // namespace nv + +NV_CLOTH_API(nv::cloth::ClothTetherCooker*) NvClothCreateSimpleTetherCooker(); +NV_CLOTH_API(nv::cloth::ClothTetherCooker*) NvClothCreateGeodesicTetherCooker(); + +/** @} */ + +#endif // NV_CLOTH_EXTENSIONS_CLOTH_TETHER_COOKER_H |