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| author | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-28 18:24:59 +0100 |
| commit | 5581909a4d19db97304449f66404ff99a0429d3f (patch) | |
| tree | a90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp | |
| parent | Fix cmake visual studio project generation (locate_gw_root.bat) (diff) | |
| download | nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip | |
Add visual samples.
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp')
| -rw-r--r-- | NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp new file mode 100644 index 0000000..3c181ea --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/FrictionScene.cpp @@ -0,0 +1,119 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "FrictionScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(FrictionScene, "Friction Scene") + +void FrictionScene::initializeCloth(int index, physx::PxVec3 offset, float frictionCoef) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(3.f, 3.f, 29, 29, false, transform); + + mClothActor[index] = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor[index]->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor[index]->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor[index]->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor[index]->mClothRenderable->setColor(getRandomPastelColor()); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric[index] = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, 0.0f, 1.0f), &phaseTypeInfo, false); + trackFabric(mFabric[index]); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 clothOffset = transform.getPosition(); + for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - clothOffset)*0.9f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor[index]->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric[index]); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + std::vector<physx::PxVec4> planes; + planes.push_back(physx::PxVec4(PxQuat(PxPiDivFour*0.5f, PxVec3(1.f, 0.f, 0.f)).rotate(physx::PxVec3(0.0f, 1.f, 0.0f)), -0.01f)); + + nv::cloth::Range<const physx::PxVec4> planesR(&planes[0], &planes[0] + planes.size()); + mClothActor[index]->mCloth->setPlanes(planesR, 0, mClothActor[index]->mCloth->getNumPlanes()); + std::vector<uint32_t> indices; + indices.resize(planes.size()); + for(int i = 0; i < (int)indices.size(); i++) + indices[i] = 1 << i; + nv::cloth::Range<uint32_t> cind(&indices[0], &indices[0] + indices.size()); + mClothActor[index]->mCloth->setConvexes(cind, 0, mClothActor[index]->mCloth->getNumConvexes()); + + mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f)); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); + for(int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor[index]->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + mClothActor[index]->mCloth->setFriction(frictionCoef); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void FrictionScene::onInitialize() +{ + + + float spaceX = -4.f; + float frictionDelta = 0.2f; + + for(int i = 0; i < 4; ++i) + { + float friction = i > 0 ? float(i) * frictionDelta : 0.f; // 0.0, 0.2, 0.4, 0.6 + + initializeCloth(i, physx::PxVec3(4.f + float(i) * spaceX, 4.f, -18.f), friction); + } + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivFour*0.5f, PxVec3(1.f, 0.f, 0.f))*PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} |