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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/include/clothing/ModuleClothing.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/include/clothing/ModuleClothing.h')
| -rw-r--r-- | APEX_1.4/include/clothing/ModuleClothing.h | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/APEX_1.4/include/clothing/ModuleClothing.h b/APEX_1.4/include/clothing/ModuleClothing.h new file mode 100644 index 00000000..2e38d16f --- /dev/null +++ b/APEX_1.4/include/clothing/ModuleClothing.h @@ -0,0 +1,83 @@ +/* + * Copyright (c) 2008-2015, 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. + */ + + +#ifndef MODULE_CLOTHING_H +#define MODULE_CLOTHING_H + +#include "Module.h" + +namespace nvidia +{ +namespace apex +{ + +PX_PUSH_PACK_DEFAULT + +class ClothingAsset; +class ClothingAssetAuthoring; +class ClothingPhysicalMesh; + +class IProgressListener; +class RenderMeshAssetAuthoring; + +/** +\mainpage APEX Clothing API Documentation + +\section overview Overview + +This document contains a full API documentation for all public classes. +*/ + + + +/** +\brief APEX Clothing Module + +Used to generate simulated clothing on (mostly humanoid) characters. +*/ +class ModuleClothing : public Module +{ +public: + /** + \brief creates an empty physical mesh. A custom mesh can be assigned to it. + */ + virtual ClothingPhysicalMesh* createEmptyPhysicalMesh() = 0; + + /** + \brief creates a physical mesh based on a render mesh asset. This will be a 1 to 1 copy of the render mesh + + \param [in] asset The render mesh that is used as source for the physical mesh + \param [in] subdivision Modify the physical mesh such that all edges that are longer than (bounding box diagonal / subdivision) are split up. Must be <= 200 + \param [in] mergeVertices All vertices with the same position will be welded together. + \param [in] closeHoles Close any hole found in the mesh. + \param [in] progress An optional callback for progress display. + */ + virtual ClothingPhysicalMesh* createSingleLayeredMesh(RenderMeshAssetAuthoring* asset, uint32_t subdivision, bool mergeVertices, bool closeHoles, IProgressListener* progress) = 0; + +protected: + virtual ~ModuleClothing() {} +}; + +#if !defined(_USRDLL) +/** +* If this module is distributed as a static library, the user must call this +* function before calling ApexSDK::createModule("Clothing") +*/ +void instantiateModuleClothing(); +#endif + + +PX_POP_PACK + +} +} // namespace nvidia + +#endif // MODULE_CLOTHING_H |