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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 /PhysX_3.4/Samples/SampleBase/TestCloth.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 'PhysX_3.4/Samples/SampleBase/TestCloth.h')
| -rw-r--r-- | PhysX_3.4/Samples/SampleBase/TestCloth.h | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleBase/TestCloth.h b/PhysX_3.4/Samples/SampleBase/TestCloth.h new file mode 100644 index 00000000..3794909d --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/TestCloth.h @@ -0,0 +1,108 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and 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. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#ifndef TEST_CLOTH +#define TEST_CLOTH + +#include "PxShape.h" +#include "cloth/PxCloth.h" + +using namespace physx; + +namespace Test +{ + class ClothCollision + { + public: + virtual PxU32 addSphere(const PxVec3& position, PxReal radius) = 0; + virtual PxU32 addCapsuleIndex(PxU32 i0, PxU32 i1) = 0; + virtual PxU32 addCapsule(const PxVec3& position1, PxReal radius1, const PxVec3& position2, PxReal radius2) = 0; + virtual PxU32 getNbSpheres() const = 0; + virtual const PxClothCollisionSphere* getSpheres() const = 0; + virtual void setClothPose(const PxTransform &pose) = 0; + virtual void setCapsuleMotion(PxU32 id, const PxVec3 &linear, const PxVec3 &angular) = 0; + virtual void setSphereMotion(PxU32 id, const PxVec3 &linear) = 0; + virtual void updateMotion(PxReal time, PxReal timestep) = 0; + virtual bool generateClothCollisionData(PxClothCollisionData &) const = 0; + virtual ~ClothCollision() {}; + }; + + class Cloth + { + public: + + // border flags + enum + { + NONE = 0, + BORDER_TOP = (1 << 0), + BORDER_BOTTOM = (1 << 1), + BORDER_LEFT = (1 << 2), + BORDER_RIGHT = (1 << 3) + }; + + // solver types + enum SolverType + { + eMIXED = 1 << 0, // eSTIFF for vertical fiber, eFAST for everything else + eFAST = 1 << 1, // eFAST for everything + eSTIFF = 1 << 2, // eSTIFF for everything + eZEROSTRETCH = 1 << 3 // eZEROSTRETCH for zero stretch fiber, eFAST for everything else + }; + + virtual void detachVertex(PxU32 vertexId) = 0; + virtual void attachVertexToWorld(PxU32 vertexId) = 0; + virtual void attachVertexToWorld(PxU32 vertexId, const PxVec3& pos) = 0; + virtual void attachBorderToWorld(PxU32 borderFlags) = 0; + virtual void attachOverlapToShape(PxShape* shape, PxReal radius = 0.1f) = 0; + virtual void createVirtualParticles(int numSamples) = 0; + virtual ClothCollision& getCollision() = 0; + virtual const PxTransform& getClothPose() const = 0; + virtual void release() = 0; + virtual PxCloth& getCloth() = 0; + virtual void setCloth(PxCloth&) = 0; + virtual PxU32 getNbParticles() const = 0; + virtual PxClothParticle* getParticles() = 0; + virtual PxBounds3 getWorldBounds(bool includeColliders = false) = 0; + virtual void setClothPose(const PxTransform &pose, bool keepIntertia = true) = 0; + virtual void setAnimationSpeed(PxReal) = 0; + virtual void setDampingCoefficient(PxReal d) = 0; + virtual void setMassScalingCoefficient(PxReal s) = 0; + virtual void setMotion(const PxVec3 &linear, const PxVec3 &angular) = 0; + virtual void setSolverFrequency(PxReal v) = 0; + virtual void setSolverType(Cloth::SolverType solverType) = 0; + virtual void setStiffness(PxReal v) = 0; + virtual void setSweptContact(bool val) = 0; + virtual void setUseGPU(bool val) = 0; + virtual void updateMotion(PxReal time, PxReal timestep, bool keepInertia = true) = 0; + virtual ~Cloth() {}; + }; +}; + +#endif // TEST_CLOTH |