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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp')
| -rw-r--r-- | NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp new file mode 100644 index 0000000..82ac9fe --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp @@ -0,0 +1,114 @@ +/* +* 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 "TimeStepScene.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(TimeStepScene, "Time Step Scene") + +void TimeStepScene::initializeCloth(int index, physx::PxVec3 offset) +{ + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f) + offset, PxQuat(PxPi / 2.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(4.f, 4.f, 1, 1, false, transform); + clothMesh.AttachClothPlaneByAngles(1, 1); + + 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) * 1.0f + clothOffset; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], 0.5f * 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, 0.0f)); + mClothActor[index]->mCloth->setTetherConstraintStiffness(0.01); + mClothActor[index]->mCloth->setStiffnessFrequency(10); + mClothActor[index]->mCloth->setTetherConstraintScale(0.7); + if(index == 0) + { + mClothActor[index]->mCloth->setSolverFrequency(60); + } + else + { + mClothActor[index]->mCloth->setSolverFrequency(300); + } + + //actual spring frequency of the 300hz cloth should be about 2.25x faster instead + // of 4.5x if the stiffness compensation is used (Log stiffness). + + // 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 = 0.0f; + 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())); + + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void TimeStepScene::onInitialize() +{ + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + + initializeCloth(0,physx::PxVec3(-7.0f, 2.0f, 0.0f)); + initializeCloth(1, physx::PxVec3(2.0f, 2.0f, 0.0f)); + + mTime = 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); + } +} |