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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 /PhysX_3.4/Samples/SampleBase/TestCloth.h
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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