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/*
* 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);
}
}
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