/* * 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 "PlaneCollisionScene.h" #include "scene/SceneController.h" #include #include "ClothMeshGenerator.h" #include #include #include #include #include "Renderer.h" #include "renderer/RenderUtils.h" #include "windows.h" #include "utils/MeshGenerator.h" DECLARE_SCENE_NAME(PlaneCollisionScene, "Plane Collision Scene") void PlaneCollisionScene::initializeCloth(int index, physx::PxVec3 offset) { /////////////////////////////////////////////////////////////////////// ClothMeshData clothMesh; physx::PxMat44 transform = PxTransform(PxVec3(0.f, 13.f, 0.f)+ offset, PxQuat(0, PxVec3(1.f, 0.f, 0.f))); clothMesh.GeneratePlaneCloth(5.f, 6.f, 59, 69, false, transform); clothMesh.AttachClothPlaneByAngles(59, 69); 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 } // 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)); mClothActor[index]->mCloth->setDamping(physx::PxVec3(0.1f, 0.1f, 0.1f)); //Generate collision planes std::vector planes; planes.push_back(physx::PxVec4(physx::PxVec3(-0.5f, 0.4f, 0.0f).getNormalized(), -4.0f)); planes.push_back(physx::PxVec4(physx::PxVec3(0.0f, 0.4f, 0.5f).getNormalized(), -4.0f)); uint32_t mask = 3; MeshGenerator::Mesh mesh = MeshGenerator::generateCollisionConvex(planes.data(), mask, -0.01f, true); //assign as collision data nv::cloth::Range planesR(&planes[0], &planes[0] + planes.size()); mClothActor[index]->mCloth->setPlanes(planesR, planesR); //assign convex indices std::vector indices; indices.push_back(1); indices.push_back(2); nv::cloth::Range cind(&indices[0], &indices[0] + indices.size()); mClothActor[index]->mCloth->setConvexes(cind, 0, mClothActor[index]->mCloth->getNumConvexes()); //create render mesh //scale down the render model to not intersect the triangles so much auto renderMesh = new MeshGenerator::MeshGeneratorRenderMesh(mesh); Renderable* renderable = getSceneController()->getRenderer().createRenderable(*renderMesh, *getSceneController()->getDefaultMaterial()); trackRenderable(renderable); // 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(0.1f); trackClothActor(mClothActor[index]); // Add the cloth to the solver for simulation addClothToSolver(mClothActor[index], mSolver); } void PlaneCollisionScene::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); } }