aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp
diff options
context:
space:
mode:
authorMarijn Tamis <[email protected]>2017-04-28 14:19:07 +0200
committerMarijn Tamis <[email protected]>2017-04-28 14:19:07 +0200
commitb350eb5f4d44e8448115796144375d79438d74ae (patch)
tree8e102e8c28f45a1b87bd335ceee4f33c3d4ee7c2 /NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp
parentAdd visual samples. (diff)
downloadnvcloth-b350eb5f4d44e8448115796144375d79438d74ae.tar.xz
nvcloth-b350eb5f4d44e8448115796144375d79438d74ae.zip
NvCloth 1.1.0 Release. (22041545)
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp')
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp
new file mode 100644
index 0000000..d708069
--- /dev/null
+++ b/NvCloth/samples/SampleBase/scene/scenes/MultiSolverScene.cpp
@@ -0,0 +1,131 @@
+/*
+* 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 "MultiSolverScene.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"
+#include "windows.h"
+#include "utils/MeshGenerator.h"
+
+DECLARE_SCENE_NAME(MultiSolverScene, "Multi Solver Scene")
+
+
+void MultiSolverScene::initializeCloth(int index, physx::PxVec3 offset)
+{
+ mSolver[index] = getSceneController()->getFactory()->createSolver();
+ trackSolver(mSolver[index]);
+
+ ///////////////////////////////////////////////////////////////////////
+ ClothMeshData clothMesh;
+
+ physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(0, PxVec3(1.f, 0.f, 0.f)));
+ clothMesh.GeneratePlaneCloth(5.f, 6.f, 69, 79, false, transform);
+ clothMesh.AttachClothPlaneByAngles(69, 79);
+ clothMesh.SetInvMasses(0.5f + (float)index * 2.0f);
+
+ 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());
+
+ float r, g, b;
+ r = index == 0 ? 1.0f : 0.3f;
+ g = index == 1 ? 1.0f : 0.3f;
+ b = index == 2 ? 1.0f : 0.3f;
+
+ mClothActor[index]->mClothRenderable->setColor(DirectX::XMFLOAT4(r, g, b, 1.0f));
+ }
+
+ 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)*0.95f + 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();
+
+ mClothActor[index]->mCloth->setGravity(physx::PxVec3(0.0f, -9.8f, 0.0f));
+ mClothActor[index]->mCloth->setDamping(physx::PxVec3(0.1f, 0.1f, 0.1f));
+ mClothActor[index]->mCloth->setFriction(0.5f);
+
+
+ physx::PxVec4 spheres[2] = {physx::PxVec4(physx::PxVec3(0.f, 11.f, -2.f) + offset,1.5),
+ physx::PxVec4(physx::PxVec3(0.f, 11.f, 2.f) + offset,1.0)};
+
+ mClothActor[index]->mCloth->setSpheres(nv::cloth::Range<physx::PxVec4>(spheres, spheres + 2), 0, mClothActor[index]->mCloth->getNumSpheres());
+
+ uint32_t caps[4];
+ caps[0] = 0;
+ caps[1] = 1;
+
+ mClothActor[index]->mCloth->setCapsules(nv::cloth::Range<uint32_t>(caps, caps + 2), 0, mClothActor[index]->mCloth->getNumCapsules());
+
+ //create render mesh
+ auto mesh = MeshGenerator::generateCollisionCapsules(spheres,2,caps,2,-0.05f);
+ auto renderMesh = new MeshGenerator::MeshGeneratorRenderMesh(mesh);
+ Renderable* renderable = getSceneController()->getRenderer().createRenderable(*renderMesh, *getSceneController()->getDefaultMaterial());
+ trackRenderable(renderable);
+
+ // 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->setDragCoefficient(0.5f);
+ mClothActor[index]->mCloth->setLiftCoefficient(0.6f);
+
+ trackClothActor(mClothActor[index]);
+
+ // Add the cloth to the solver for simulation
+ addClothToSolver(mClothActor[index], mSolver[index]);
+}
+
+void MultiSolverScene::onInitialize()
+{
+ initializeCloth(0, physx::PxVec3(-5.0f, 0.0f, 0.0f));
+ initializeCloth(0, physx::PxVec3(5.0f, 0.0f, 0.0f));
+
+ {
+ 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(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f))));
+ plane->setScale(PxVec3(1000.f));
+ trackRenderable(plane);
+ }
+}