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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#pragma once
#include <foundation/PxVec3.h>
#include <foundation/PxVec4.h>
#include <vector>
#include <algorithm>
namespace nv
{
namespace cloth
{
class Cloth;
namespace debugVisualization
{
typedef void(*AddLineCallback)(physx::PxVec3 posA, physx::PxVec4 colA, physx::PxVec3 posB, physx::PxVec4 colB);
void VisualizeDistanceConstraints(Cloth* cloth, AddLineCallback addLineCallback);
void VisualizeTethers(Cloth* cloth_, AddLineCallback addLineCallback);
void VisualizeConstraints(Cloth* cloth_, AddLineCallback addLineCallback, int visiblePhaseRangeBegin = 0, int visiblePhaseRangeEnd = 0);
void VisualizeConstraintStiffness(Cloth* cloth_, AddLineCallback addLineCallback);
void VisualizeConstraintError(Cloth* cloth_, AddLineCallback addLineCallback);
void VisualizePositionDelta(Cloth* cloth_, AddLineCallback addLineCallback, float lengthScale = 2.0f);
void VisualizeBoundingBox(Cloth* cloth_, AddLineCallback addLineCallback);
}
}
}
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