diff options
Diffstat (limited to 'NvCloth/samples/SampleBase/scene/scenes')
11 files changed, 755 insertions, 11 deletions
diff --git a/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.cpp b/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.cpp new file mode 100644 index 0000000..ba50f1d --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.cpp @@ -0,0 +1,155 @@ +/* +* 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 "CCDScene2.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(CCDScene2, "CCD Scene 2") + +void CCDScene2::Animate(double dt) +{ + static float time = 0.0f; + time += dt*1.5f; //19x + + physx::PxTransform invTranslation(-mOffset - physx::PxVec3(0.f, 10.f, -2.f)); + physx::PxTransform rotation(physx::PxQuat(cosf(time)*physx::PxHalfPi-physx::PxHalfPi,physx::PxVec3(0.0f,1.0f,0.0f))); + physx::PxTransform translation(mOffset + physx::PxVec3(0.f, 10.f, -2.f) + physx::PxVec3(0.0f,0.0f,10.0f*sinf(time))); + physx::PxTransform totalTransform = translation.transform(rotation.transform(invTranslation)); + + physx::PxVec4 spheres[2] = { + physx::PxVec4(totalTransform.transform(physx::PxVec3(-4.f,10.f,0.f) + mOffset),1.0), + physx::PxVec4(totalTransform.transform(physx::PxVec3( 4.f,10.f,0.f) + mOffset),0.5)}; + + mClothActor[0]->mCloth->setSpheres(nv::cloth::Range<physx::PxVec4>(spheres, spheres + 2), 0, mClothActor[0]->mCloth->getNumSpheres()); + + mCollisionMehs->setTransform(totalTransform); + + Scene::Animate(dt); +} + +void CCDScene2::initializeCloth(int index, physx::PxVec3 offset) +{ + mOffset = offset; + + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ mOffset, 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->setSelfCollisionDistance(0.07f); + //mClothActor[index]->mCloth->enableContinuousCollision(true); + //mClothActor[index]->mCloth->setFriction(1.0f); + + + physx::PxVec4 spheres[2] = {physx::PxVec4(physx::PxVec3(-4.f,10.f,0.f) + mOffset,1.0), + physx::PxVec4(physx::PxVec3( 4.f,10.f,0.f) + mOffset,0.5)}; + + 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); + mCollisionMehs = getSceneController()->getRenderer().createRenderable(*renderMesh, *getSceneController()->getDefaultMaterial()); + trackRenderable(mCollisionMehs); + + // 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); + mClothActor[index]->mCloth->setSolverFrequency(30); + + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver); +} + +void CCDScene2::onInitialize() +{ + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + + initializeCloth(0, physx::PxVec3(0.0f, 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); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.h b/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.h new file mode 100644 index 0000000..8c27a63 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/CCDScene2.h @@ -0,0 +1,37 @@ +/* +* 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. +*/ + +#ifndef CCD_SCENE_H +#define CCD_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class CCDScene2 : public Scene +{ +public: + + CCDScene2(SceneController* sceneController): Scene(sceneController) {} + + virtual void Animate(double dt) override; + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[1]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[1]; + + physx::PxVec3 mOffset; + Renderable* mCollisionMehs; +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.cpp index 0dd1aa7..12ff7ce 100644 --- a/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.cpp +++ b/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.cpp @@ -117,6 +117,8 @@ void InterCollisionScene::onInitialize() initializeCloth(0, posTrans); posTrans.setPosition(physx::PxVec3(0.0f, 0.8f, -1.2f)); initializeCloth(1, posTrans); + posTrans.setPosition(physx::PxVec3(0.0f, 1.6f, -1.4f)); + initializeCloth(2, posTrans); { IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); diff --git a/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.h b/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.h index 1ef0b45..98ea3ef 100644 --- a/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.h +++ b/NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.h @@ -24,9 +24,9 @@ public: virtual void onInitialize() override; private: - nv::cloth::Fabric* mFabric[2]; + nv::cloth::Fabric* mFabric[3]; nv::cloth::Solver* mSolver; - ClothActor* mClothActor[2]; + ClothActor* mClothActor[3]; }; diff --git a/NvCloth/samples/SampleBase/scene/scenes/SelfCollisionScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/SelfCollisionScene.cpp index 89fed39..f2c368e 100644 --- a/NvCloth/samples/SampleBase/scene/scenes/SelfCollisionScene.cpp +++ b/NvCloth/samples/SampleBase/scene/scenes/SelfCollisionScene.cpp @@ -61,7 +61,7 @@ void SelfCollisionScene::initializeCloth(int index, physx::PxMat44 transform) particlesCopy.resize(clothMesh.mVertices.size()); physx::PxVec3 clothOffset = transform.getPosition(); - for(int i = 0; i < (int)clothMesh.mVertices.size(); i++) + for (int i = 0; i < (int)clothMesh.mVertices.size(); i++) { // To put attachment point closer to each other if(clothMesh.mInvMasses[i] < 1e-6) @@ -79,9 +79,10 @@ void SelfCollisionScene::initializeCloth(int index, physx::PxMat44 transform) nv::cloth::Range<const physx::PxVec4> planesR(&planes[0], &planes[0] + planes.size()); mClothActor[index]->mCloth->setPlanes(planesR, 0, mClothActor[index]->mCloth->getNumPlanes()); + std::vector<uint32_t> indices; indices.resize(planes.size()); - for(int i = 0; i < (int)indices.size(); i++) + for (int i = 0; i < (int)indices.size(); i++) indices[i] = 1 << i; nv::cloth::Range<uint32_t> cind(&indices[0], &indices[0] + indices.size()); mClothActor[index]->mCloth->setConvexes(cind, 0, mClothActor[index]->mCloth->getNumConvexes()); @@ -97,20 +98,21 @@ void SelfCollisionScene::initializeCloth(int index, physx::PxMat44 transform) std::vector<uint32_t> selfCollisionIndices; //only enable every other particle for self collision - for(int y = 0; y < 5*h + 1; y++) - for(int x = 0; x < 5 * w + 1; x++) - if((x & 1) ^ (y & 1)) selfCollisionIndices.push_back(x + y*(5 * w + 1)); + for (int y = 0; y < 5*h + 1; y++) + for (int x = 0; x < 5 * w + 1; x++) + if ((x & 1) ^ (y & 1)) selfCollisionIndices.push_back(x + y*(5 * w + 1)); - for(int y = 0; y < 5 * h2 + 1; y++) - for(int x = 0; x < 5 * w2 + 1; x++) - if((x & 1) ^ (y & 1)) selfCollisionIndices.push_back(FirstParticleIndexCloth2 + x + y*(5 * w2 + 1)); + for (int y = 0; y < 5 * h2 + 1; y++) + for (int x = 0; x < 5 * w2 + 1; x++) + if ((x & 1) ^ (y & 1)) + selfCollisionIndices.push_back(FirstParticleIndexCloth2 + x + y*(5 * w2 + 1)); nv::cloth::Range<uint32_t> selfCollisionIndicesRange (&selfCollisionIndices[0], &selfCollisionIndices[0] + selfCollisionIndices.size()); mClothActor[index]->mCloth->setSelfCollisionIndices(selfCollisionIndicesRange); // Setup phase configs std::vector<nv::cloth::PhaseConfig> phases(mFabric[index]->getNumPhases()); - for(int i = 0; i < (int)phases.size(); i++) + for (int i = 0; i < (int)phases.size(); i++) { phases[i].mPhaseIndex = i; phases[i].mStiffness = 1.0f; @@ -137,6 +139,7 @@ void SelfCollisionScene::onInitialize() return true; } );*/ + trackSolver(mSolver); physx::PxMat44 posTrans(physx::PxIdentity); diff --git a/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.cpp new file mode 100644 index 0000000..ed4d044 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.cpp @@ -0,0 +1,148 @@ +/* +* 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 "TeleportScene.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" + +DECLARE_SCENE_NAME(TeleportScene, "Teleport Scene") + +void TeleportScene::Animate(double dt) +{ + mTime += dt; + if(mTime > 4.0f) + { + TeleportScene::teleport(); + } + physx::PxVec3 position(0.0f,0.0f, mTime*-25.0f); + physx::PxQuat rotation(mTime * physx::PxPi * 0.5f, physx::PxVec3(0.0f, 1.0f, 0.0f)); + + mClothActor[0]->mCloth->setTranslation(position); + mClothActor[0]->mCloth->setRotation(rotation); + + //Disable setTransform on the renderable so we can clearly see any jumps and discontinuities from the teleport + //mClothActor[0]->mClothRenderable->setTransform(physx::PxTransform(position + physx::PxVec3(-4.f, 0.f, 0.f), rotation)); + + Scene::Animate(dt); +} + +void TeleportScene::teleport() +{ + mTime = 0.0f; + physx::PxVec3 position(0.0f, 0.0f, mTime*-10.0f); + physx::PxQuat rotation(mTime, physx::PxVec3(0.0f, 1.0f, 0.0f)); + + //mClothActor[0]->mCloth->teleport(-mClothActor[0]->mCloth->getTranslation()); + mClothActor[0]->mCloth->teleportToLocation(position, rotation); + //mClothActor[0]->mCloth->clearInertia(); + mClothActor[0]->mCloth->ignoreVelocityDiscontinuity(); +} + +void TeleportScene::initializeCloth(int index, physx::PxVec3 offset) +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(PxPi / 2.0f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(5.f, 6.f, 39, 49, false, transform); + clothMesh.AttachClothPlaneByAngles(39, 49); + 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 + } + + if(index == 1) + { + mAttachmentVertices[0] = 0; + mAttachmentVertices[1] = 39; + mAttachmentVertexOriginalPositions[0] = particlesCopy[mAttachmentVertices[0]]; + mAttachmentVertexOriginalPositions[1] = particlesCopy[mAttachmentVertices[1]]; + } + + // 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)); + + // 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(0.1f); + mClothActor[index]->mCloth->setLiftCoefficient(0.2f); + + mSolver[index] = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver[index]); + trackClothActor(mClothActor[index]); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor[index], mSolver[index]); +} + +void TeleportScene::onInitialize() +{ + initializeCloth(0, physx::PxVec3(0.0f, 0.0f, 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); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.h b/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.h new file mode 100644 index 0000000..668dfb0 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TeleportScene.h @@ -0,0 +1,41 @@ +/* +* 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. +*/ + +#ifndef TELEPORT_SCENE_H +#define TELEPORT_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class TeleportScene : public Scene +{ +public: + + TeleportScene(SceneController* sceneController): Scene(sceneController) {} + + virtual void Animate(double dt) override; + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + void teleport(); + +private: + nv::cloth::Fabric* mFabric[1]; + nv::cloth::Solver* mSolver[1]; + ClothActor* mClothActor[1]; + + int mAttachmentVertices[1]; + physx::PxVec4 mAttachmentVertexOriginalPositions[1]; + + float mTime; + +}; + + +#endif
\ No newline at end of file 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); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.h b/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.h new file mode 100644 index 0000000..82b0034 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.h @@ -0,0 +1,36 @@ +/* +* 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. +*/ + +#ifndef TETHER_SCENE_H +#define TETHER_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class TimeStepScene : public Scene +{ +public: + + TimeStepScene(SceneController* sceneController): Scene(sceneController) {} + + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[2]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[2]; + + float mTime; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.cpp new file mode 100644 index 0000000..a2fa3a5 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.cpp @@ -0,0 +1,171 @@ +/* +* 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 "VirtualParticleScene.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(VirtualParticleScene, "Virtual Particle Scene") + +void VirtualParticleScene::Animate(double dt) +{ + static float time = 0.0f; + time += dt*0.75; + + physx::PxTransform invTranslation(-mOffset - physx::PxVec3(0.f, 10.f, -2.f)); + physx::PxTransform rotation(physx::PxQuat(cosf(time)*physx::PxHalfPi-physx::PxHalfPi,physx::PxVec3(0.0f,1.0f,0.0f))); + physx::PxTransform translation(mOffset + physx::PxVec3(0.f, 10.f, -2.f) + physx::PxVec3(0.0f,0.0f,10.0f*sinf(time))); + physx::PxTransform totalTransform = translation.transform(rotation.transform(invTranslation)); + + physx::PxVec4 spheres[2] = { + physx::PxVec4(totalTransform.transform(physx::PxVec3(-4.f,10.f,0.f) + mOffset),1.5), + physx::PxVec4(totalTransform.transform(physx::PxVec3( 4.f,10.f,0.f) + mOffset),1.5)}; + + mClothActor[0]->mCloth->setSpheres(nv::cloth::Range<physx::PxVec4>(spheres, spheres + 2), 0, mClothActor[0]->mCloth->getNumSpheres()); + + mCollisionMehs->setTransform(totalTransform); + + Scene::Animate(dt); +} + +void VirtualParticleScene::initializeCloth(int index, physx::PxVec3 offset) +{ + mOffset = offset; + + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ mOffset, PxQuat(0, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(5.f, 6.f, 9, 1, false, transform); + clothMesh.AttachClothPlaneByAngles(8, 1); + //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, -50.0f, 0.0f)); + mClothActor[index]->mCloth->setDamping(physx::PxVec3(0.1f, 0.1f, 0.1f)); + //mClothActor[index]->mCloth->setSelfCollisionDistance(0.07f); + //mClothActor[index]->mCloth->enableContinuousCollision(true); + //mClothActor[index]->mCloth->setFriction(1.0f); + typedef uint32_t arraytype[4]; + + arraytype * virtualParticleIndices = new uint32_t[clothMesh.mTriangles.size()][4]; + for(int i = 0; i < (int)clothMesh.mTriangles.size(); i++) + { + virtualParticleIndices[i][0] = clothMesh.mTriangles[i].a; + virtualParticleIndices[i][1] = clothMesh.mTriangles[i].b; + virtualParticleIndices[i][2] = clothMesh.mTriangles[i].c; + virtualParticleIndices[i][3] = 0; + } + + physx::PxVec3 weights[1] = + { + physx::PxVec3(1.0f,1.0f,1.0f) / 3.0f + }; + + mClothActor[index]->mCloth->setVirtualParticles(nv::cloth::Range<const uint32_t[4]>(virtualParticleIndices, (virtualParticleIndices+ clothMesh.mTriangles.size())), nv::cloth::Range<physx::PxVec3>(weights, weights+1)); + + + physx::PxVec4 spheres[2] = {physx::PxVec4(physx::PxVec3(-4.f,10.f,0.f) + mOffset,1.5), + physx::PxVec4(physx::PxVec3( 4.f,10.f,0.f) + mOffset,1.5)}; + + 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); + mCollisionMehs = getSceneController()->getRenderer().createRenderable(*renderMesh, *getSceneController()->getDefaultMaterial()); + trackRenderable(mCollisionMehs); + + // 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); +} + +void VirtualParticleScene::onInitialize() +{ + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + + initializeCloth(0, physx::PxVec3(0.0f, 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); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.h b/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.h new file mode 100644 index 0000000..38fa66b --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.h @@ -0,0 +1,37 @@ +/* +* 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. +*/ + +#ifndef CCD_SCENE_H +#define CCD_SCENE_H + +#include "scene/Scene.h" +#include <foundation/PxVec3.h> + +class VirtualParticleScene : public Scene +{ +public: + + VirtualParticleScene(SceneController* sceneController): Scene(sceneController) {} + + virtual void Animate(double dt) override; + void initializeCloth(int index, physx::PxVec3 offset); + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric[1]; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor[1]; + + physx::PxVec3 mOffset; + Renderable* mCollisionMehs; +}; + + +#endif
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