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path: root/NvCloth/samples/SampleBase/utils/ClothMeshGenerator.h
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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.
*/

#pragma once
#include <vector>
#include <foundation/PxVec3.h>
#include <foundation/PxVec2.h>
#include "NvClothExt/ClothFabricCooker.h"
#include <foundation/PxMat44.h>
#include "Mesh.h"

struct ClothMeshData
{
	template <typename T>
	static nv::cloth::BoundedData ToBoundedData(T& vector)
	{
		nv::cloth::BoundedData d;
		d.data = &vector[0];
		d.stride = sizeof(vector[0]);
		d.count = (physx::PxU32)vector.size();

		return d;
	}

	struct Triangle
	{
		Triangle(){}
		Triangle(uint32_t _a, uint32_t _b, uint32_t _c) :
			a(_a), b(_b), c(_c){}
		uint32_t a, b, c;

		Triangle operator+(uint32_t offset)const { return Triangle(a + offset, b + offset, c + offset); }
	};
	struct Quad
	{
		Quad(){}
		Quad(uint32_t _a, uint32_t _b, uint32_t _c, uint32_t _d) :
			a(_a), b(_b), c(_c), d(_d){}
		uint32_t a, b, c, d;

		Quad operator+(uint32_t offset)const { return Quad(a + offset, b + offset, c + offset, d + offset); }
	};
	std::vector<physx::PxVec3>	mVertices;
	std::vector<physx::PxVec2>	mUvs;
	std::vector<Triangle>		mTriangles;
	std::vector<Quad>			mQuads;
	std::vector<physx::PxReal>	mInvMasses;

	SimpleMesh					mMesh;

	void Clear();
	void GeneratePlaneCloth(float width, float height, int segmentsX, int segmentsY, bool createQuads = false, physx::PxMat44 transform = physx::PxIdentity, bool alternatingDiagonals = true, int zigzag = 0);
	void GenerateCylinderWave(float radiusTop, float radiusBottom, float height, float frequency, float ampitudeTop, float ampitudeBottom, int segmentsX, int segmentsY, physx::PxMat44 transform = physx::PxIdentity, bool attachTop = false, bool attachBottom = false, bool createQuads = false, int missingXsegments = 0);
	void AttachClothPlaneByAngles(int segmentsX, int segmentsY, bool  attachByWidth = true);
	void AttachClothPlaneBySide(int segmentsX, int segmentsY, bool  attachByWidth = true);

	bool ReadClothFromFile(const std::string& verticesPath, const std::string& indicesPath, physx::PxMat44 transform = physx::PxIdentity);

	//positions as float (3 elements per position)
	template<typename PositionType = float, typename IndexType = uint16_t>
	bool InitializeFromData(nv::cloth::BoundedData positions, nv::cloth::BoundedData indices, physx::PxMat44 transform = physx::PxMat44(physx::PxIdentity));

	void AttachClothUsingTopVertices(float thresholdY = 0.5f);

	void SetInvMasses(float invMass);
	void SetInvMassesFromDensity(float density); 	// Todo

	nv::cloth::ClothMeshDesc	GetClothMeshDesc();
	SimpleMesh					GetRenderMesh();

	void Merge(const ClothMeshData& other);
};