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Diffstat (limited to 'NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h')
| -rw-r--r-- | NvCloth/Tools/AuthoringLibrary/include/NvClothAuthoringLibrary/CollisionVisualization.h | 98 |
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); + +} +} +}
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