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-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/CCDScene2.cpp155
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/CCDScene2.h37
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.cpp2
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/InterCollisionScene.h4
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/SelfCollisionScene.cpp21
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/TeleportScene.cpp148
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/TeleportScene.h41
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.cpp114
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/TimeStepScene.h36
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.cpp171
-rw-r--r--NvCloth/samples/SampleBase/scene/scenes/VirtualParticleScene.h37
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 \ No newline at end of file