aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp')
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp
new file mode 100644
index 0000000..f2a5b82
--- /dev/null
+++ b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp
@@ -0,0 +1,98 @@
+/*
+* 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 "ScaledScene.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(ScaledScene,"Scaled Scene")
+
+void ScaledScene::onInitialize()
+{
+ ///////////////////////////////////////////////////////////////////////
+ ClothMeshData clothMesh;
+
+ physx::PxMat44 transform = PxTransform(PxVec3(-2.f, 13.f, 0.f)*0.0, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f)));
+ clothMesh.GeneratePlaneCloth(600.f, 700.f, 49, 59, false, transform);
+ clothMesh.AttachClothPlaneByAngles(49, 59);
+
+ mClothActor = new ClothActor;
+ nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc();
+ {
+ mClothActor->mClothRenderMesh = new ClothRenderMesh(meshDesc);
+ mClothActor->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor->mClothRenderMesh)), *getSceneController()->getDefaultMaterial());
+ mClothActor->mClothRenderable->setColor(getRandomPastelColor());
+ mClothActor->mClothRenderable->setScale(physx::PxVec3(0.01, 0.01, 0.01));
+ mClothActor->mClothRenderable->setTransform(PxTransform(PxVec3(-2.f, 13.f, 0.f),physx::PxQuat(physx::PxIdentity)));
+ }
+
+ nv::cloth::Vector<int32_t>::Type phaseTypeInfo;
+ mFabric = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, -9.8f, 0.0f), &phaseTypeInfo, false);
+ trackFabric(mFabric);
+
+ // 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 center = transform.transform(physx::PxVec3(0.0f, 0.0f, 0.0f));
+ 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] - center) * 0.85f + center;
+
+ 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->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric);
+ particlesCopy.clear(); particlesCopy.shrink_to_fit();
+
+ mClothActor->mCloth->setGravity(physx::PxVec3(0.0f, -980.0f, 0.0f));
+
+ // Setup phase configs
+ std::vector<nv::cloth::PhaseConfig> phases(mFabric->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->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back()));
+ mClothActor->mCloth->setDragCoefficient(0.1f);
+ mClothActor->mCloth->setLiftCoefficient(0.1f);
+ //mClothActor->mCloth->setWindVelocity(physx::PxVec3(50, 0.0, 50.0));
+ mClothActor->mCloth->setFluidDensity(1.0f / powf(100, 3));
+
+ mSolver = getSceneController()->getFactory()->createSolver();
+ trackSolver(mSolver);
+ trackClothActor(mClothActor);
+
+ // Add the cloth to the solver for simulation
+ addClothToSolver(mClothActor, mSolver);
+
+ {
+ 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);
+ }
+}