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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/clothing/include/ClothingActorData.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/module/clothing/include/ClothingActorData.h')
-rw-r--r--APEX_1.4/module/clothing/include/ClothingActorData.h116
1 files changed, 116 insertions, 0 deletions
diff --git a/APEX_1.4/module/clothing/include/ClothingActorData.h b/APEX_1.4/module/clothing/include/ClothingActorData.h
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+/*
+ * 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 CLOTHING_ACTOR_DATA_H
+#define CLOTHING_ACTOR_DATA_H
+
+#include "ClothingAssetData.h"
+#include "PsMutex.h"
+#include "PxMat44.h"
+#include "PxVec3.h"
+
+#define BLOCK_SIZE_SKIN_PHYSICS (32768*6) + (8192*0)
+
+namespace nvidia
+{
+namespace clothing
+{
+
+/*
+ * A wrapper around the data contained in ClothingActorImpl minus all the interface stuff
+ */
+class ClothingActorData
+{
+public:
+
+ ClothingActorData();
+ ~ClothingActorData();
+
+ void skinToAnimation_NoPhysX(bool fromFetchResults);
+
+ void skinPhysicsMaxDist0Normals_NoPhysx();
+
+ void renderDataLock();
+
+ void renderDataUnLock();
+
+ void skinToPhysicalMesh_NoPhysX(bool fromFetchResults);
+
+ void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_,
+ const PxVec3* srcPositions_);
+
+ void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_,
+ const PxVec3* srcPositions_, const PxVec3* srcNormals_);
+
+ void finalizeSkinning_NoPhysX(bool fromFetchResults);
+
+ template <bool withNormals, bool withTangents>
+ void computeTangentSpaceUpdate(AbstractMeshDescription& destMesh, const ClothingMeshAssetData& rendermesh, uint32_t submeshIndex, const uint32_t* compressedTangentW);
+
+ void tickSynchAfterFetchResults_LocksPhysX();
+
+ uint32_t skinPhysicsSimpleMem() const;
+ void skinPhysicsMeshSimple();
+
+ PxBounds3 getRenderMeshAssetBoundsTransformed();
+
+ // is valid only after lodTick
+ bool calcIfSimplePhysicsMesh() const;
+
+ PX_ALIGN(16, nvidia::AtomicLockCopy mRenderLock);
+
+ ClothingAssetData mAsset;
+
+ PxBounds3 mNewBounds;
+
+ PX_ALIGN(16, PxMat44 mGlobalPose);
+ PxMat44 mInternalGlobalPose;
+
+ PxMat44* mInternalBoneMatricesCur;
+ PxMat44* mInternalBoneMatricesPrev;
+
+ PxVec3* mRenderingDataPosition;
+ PxVec3* mRenderingDataNormal;
+ PxVec4* mRenderingDataTangent;
+ PxVec3* mMorphDisplacementBuffer;
+
+ PxVec3* mSdkWritebackNormal;
+ PxVec3* mSdkWritebackPositions;
+
+ PxVec3* mSkinnedPhysicsPositions;
+ PxVec3* mSkinnedPhysicsNormals;
+
+ uint32_t mInternalMatricesCount;
+ uint32_t mMorphDisplacementBufferCount;
+ uint32_t mSdkDeformableVerticesCount;
+ uint32_t mSdkDeformableIndicesCount;
+
+ uint32_t mCurrentGraphicalLodId;
+ uint32_t mCurrentPhysicsSubmesh;
+
+ float mActorScale;
+
+ // Note - all these modified bools need to be written back to the actor!!!!
+ bool bInternalFrozen;
+ bool bShouldComputeRenderData;
+ bool bIsInitialized;
+ bool bIsSimulationMeshDirty;
+ bool bRecomputeNormals;
+ bool bRecomputeTangents;
+ bool bCorrectSimulationNormals;
+ bool bParallelCpuSkinning;
+ bool bIsClothingSimulationNull;
+};
+
+}
+} // namespace nvidia
+
+#endif // CLOTHING_ACTOR_DATA_H