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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 "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);
}
}
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