aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h
diff options
context:
space:
mode:
Diffstat (limited to 'NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h')
-rw-r--r--NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h98
1 files changed, 98 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