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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/TestClothCollisionHelpers.cpp | |
| 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/TestClothCollisionHelpers.cpp')
| -rw-r--r-- | PhysX_3.4/Samples/SampleBase/TestClothCollisionHelpers.cpp | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/PhysX_3.4/Samples/SampleBase/TestClothCollisionHelpers.cpp b/PhysX_3.4/Samples/SampleBase/TestClothCollisionHelpers.cpp new file mode 100644 index 00000000..a11894ae --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/TestClothCollisionHelpers.cpp @@ -0,0 +1,213 @@ +// 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. +#include "TestClothCollisionHelpers.h" + +#include "cloth/PxCloth.h" +#include "cloth/PxClothCollisionData.h" + +//needed for sync primitives. +#if PX_WINDOWS +#define NOMINMAX +# include <windows.h> +#elif defined(_XBOX) +# include "xbox360\xtl_XBOX.h" +#endif + +//----------------------------------------------------------------------------// +Test::ClothCollision::ClothCollision() : + mClothPose(PxVec3(0.0f), PxQuat(PxIdentity)) +{ +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::release() +{ + delete this; +} + +//----------------------------------------------------------------------------// + +Test::ClothCollision::~ClothCollision() +{ + mSphereMotion.clear(); +} + +//----------------------------------------------------------------------------// +PxU32 Test::ClothCollision::addSphere(const PxVec3& position, PxReal radius) +{ + PxClothCollisionSphere sphere; + + sphere.pos = position; + sphere.radius = radius; + + mSpheres.pushBack(sphere); + mOrigPositions.pushBack(sphere.pos); + mWorldPositions.pushBack(sphere.pos); + + MotionGenerator mg; + + mg.mTransform.p = position; + mSphereMotion.pushBack(mg); + + return mSpheres.size() - 1; +} + +//----------------------------------------------------------------------------// +PxU32 Test::ClothCollision::addCapsuleIndex(PxU32 i0, PxU32 i1) +{ + mCapsuleIndices.pushBack(i0); + mCapsuleIndices.pushBack(i1); + + MotionGenerator mg; + + mg.mTransform.p = 0.5f * (mOrigPositions[i0] + mOrigPositions[i1]); + mCapsuleMotion.pushBack(mg); + + PX_ASSERT(( mCapsuleIndices.size() % 2) == 0); + return (mCapsuleIndices.size() / 2) - 1; +} + +//----------------------------------------------------------------------------// +PxU32 Test::ClothCollision::addCapsule(const PxVec3& position1, PxReal radius1, + const PxVec3& position2, PxReal radius2) +{ + PxU32 i0 = addSphere(position1, radius1); + PxU32 i1 = addSphere(position2, radius2); + + return addCapsuleIndex(i0, i1); +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::setClothPose(const PxTransform &clothPose) +{ + mClothPose = clothPose; + applyLocalTransform(); +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::applyLocalTransform() +{ + PxTransform clothInv = mClothPose.getInverse(); + + PX_ASSERT(mSpheres.size() == mWorldPositions.size()); + + Test::Array<PxClothCollisionSphere>::Iterator sp = mSpheres.begin(); + Test::Array<PxVec3>::Iterator o = mWorldPositions.begin(); + + for ( ; sp != mSpheres.end(); ++sp, ++o) + { + sp->pos = clothInv.transform(*o); + } +} + +//----------------------------------------------------------------------------// +PxU32 Test::ClothCollision::getNbSpheres() const +{ + return mSpheres.size(); +} + +//----------------------------------------------------------------------------// +PxU32 Test::ClothCollision::getNbCapsules() const +{ + return mCapsuleIndices.size()/2; +} + +//----------------------------------------------------------------------------// +const PxClothCollisionSphere* Test::ClothCollision::getSpheres() const +{ + return mSpheres.begin(); +} + +//----------------------------------------------------------------------------// +const PxU32* Test::ClothCollision::getCapsules() const +{ + return mCapsuleIndices.begin(); +} + +//----------------------------------------------------------------------------// +PxBounds3 Test::ClothCollision::getWorldBounds() const +{ + PxBounds3 totalBounds = PxBounds3::empty(); + for (PxU32 i = 0; i < mSpheres.size(); i++) + { + PxVec3 p = mClothPose.transform(mSpheres[i].pos); + PxBounds3 bounds = PxBounds3::centerExtents(p, PxVec3(mSpheres[i].radius)); + totalBounds.minimum = totalBounds.minimum.minimum(bounds.minimum); + totalBounds.maximum = totalBounds.maximum.maximum(bounds.maximum); + } + return totalBounds; +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::setSphereMotion(PxU32 id, const PxVec3 &linear) +{ + mSphereMotion[id].mLinear = linear; +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::setCapsuleMotion(PxU32 id, const PxVec3 &linear, const PxVec3& angular) +{ + mCapsuleMotion[id].mLinear = linear; + mCapsuleMotion[id].mAngular = angular; +} + +//----------------------------------------------------------------------------// +void Test::ClothCollision::updateMotion(PxReal time, PxReal timestep) +{ + for (PxU32 i = 0; i < mSphereMotion.size(); i++) + mSphereMotion[i].update(time, timestep); + + for (PxU32 i = 0; i < mCapsuleMotion.size(); i++) + mCapsuleMotion[i].update(time, timestep); + + // update independent sphere positions first + PxU32 nbSpheres = mWorldPositions.size(); + for (PxU32 i = 0; i < nbSpheres; i++) + mWorldPositions[i] = mSphereMotion[i].mTransform.p; + + // update capsule position and orientation + PxU32 numCapsules = mCapsuleIndices.size() / 2; + PX_ASSERT((mCapsuleIndices.size() % 2) == 0); + for (PxU32 i = 0; i < numCapsules; i++) + { + PxU32 i0 = mCapsuleIndices[i*2]; + PxU32 i1 = mCapsuleIndices[i*2+1]; + + PxTransform transform = mCapsuleMotion[i].mTransform; + PxVec3 o0 = mOrigPositions[i0]; + PxVec3 o1 = mOrigPositions[i1]; + PxVec3 c = 0.5f * (o0 + o1); + + mWorldPositions[i0] = transform.rotate(o0 - c) + transform.p; + mWorldPositions[i1] = transform.rotate(o1 - c) + transform.p; + } + + applyLocalTransform(); +} + |