/* * 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 "LocalGlobalScene.h" #include "scene/SceneController.h" #include #include "ClothMeshGenerator.h" #include #include #include #include #include "Renderer.h" #include "renderer/RenderUtils.h" #include "windows.h" DECLARE_SCENE_NAME(LocalGlobalScene, "Local/Global Scene") void LocalGlobalScene::Animate(double dt) { physx::PxVec3 position(sin(mTime * 2.0f) * 3.0f, sinf(mTime) * 2.0f, cosf(mTime) - 1.0f); physx::PxQuat rotation(sin(mTime * 1.0f) * 4.0f, physx::PxVec3(0.0f, 1.0f, 0.0f)); mTime += dt; mClothActor[0]->mCloth->setTranslation(position); mClothActor[0]->mCloth->setRotation(rotation); mClothActor[0]->mClothRenderable->setTransform(physx::PxTransform(position + physx::PxVec3(-4.f, 0.f, 0.f), rotation)); mClothActor[1]->mClothRenderable->setTransform(physx::PxTransform(physx::PxVec3(4.f, 0.f, 0.f), physx::PxQuat(1.f))); { nv::cloth::MappedRange particles = mClothActor[1]->mCloth->getCurrentParticles(); for (int i = 0; i < 2; i++) { particles[mAttachmentVertices[i]] = physx::PxVec4(physx::PxTransform(position, rotation).transform(mAttachmentVertexOriginalPositions[i].getXYZ()), mAttachmentVertexOriginalPositions[i].w); } } Scene::Animate(dt); } void LocalGlobalScene::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, 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(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::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 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] = 69; 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(&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 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(&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 LocalGlobalScene::onInitialize() { initializeCloth(1, physx::PxVec3(0.0f, 0.0f, 0.0f)); 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); } }