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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
{
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 AttachClothPlaneByAngles(int segmentsX, int segmentsY, bool attachByWidth = true);
void AttachClothPlaneBySide(int segmentsX, int segmentsY, bool attachByWidth = true);
void SetInvMasses(float invMass);
void SetInvMassesFromDensity(float density); // Todo
nv::cloth::ClothMeshDesc GetClothMeshDesc();
SimpleMesh GetRenderMesh();
void Merge(const ClothMeshData& other);
};
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