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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 RENDER_CLOTH_ACTOR_H
+#define RENDER_CLOTH_ACTOR_H
+
+#include "RenderBaseActor.h"
+#include "RenderPhysX3Debug.h"
+
+#include "SampleAllocator.h"
+#include "SampleArray.h"
+
+#include "cloth/PxCloth.h"
+#include "extensions/PxClothMeshDesc.h"
+#include "RenderMaterial.h"
+
+namespace SampleRenderer
+{
+ class Renderer;
+ class RendererClothShape;
+}
+
+class RenderCapsuleActor;
+class RenderSphereActor;
+class RenderMeshActor;
+
+class RenderClothActor : public RenderBaseActor
+{
+public:
+ RenderClothActor( SampleRenderer::Renderer& renderer, const PxCloth& cloth, const PxClothMeshDesc &desc, const PxVec2* uvs = NULL, PxReal capsuleScale = 1.0f);
+
+ virtual ~RenderClothActor();
+
+ virtual void update(float deltaTime);
+ virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material, bool wireFrame);
+ void setConvexMaterial(RenderMaterial* material);
+
+ virtual SampleRenderer::RendererClothShape* getRenderClothShape() const { return mClothRenderShape; }
+ virtual const PxCloth* getCloth() const { return &mCloth; }
+
+private:
+ void updateRenderShape();
+
+private:
+
+ RenderClothActor& operator=(const RenderClothActor&);
+
+ void freeCollisionRenderSpheres();
+ void freeCollisionRenderCapsules();
+
+ SampleRenderer::Renderer& mRenderer;
+ const PxCloth& mCloth;
+
+ // copied mesh structure
+ PxU32 mNumFaces;
+ PxU16* mFaces;
+
+ // collision data used for debug rendering
+ PxClothCollisionSphere* mSpheres;
+ PxU32* mCapsules;
+ PxClothCollisionPlane* mPlanes;
+ PxU32* mConvexes;
+ PxClothCollisionTriangle* mTriangles;
+ PxU32 mNumSpheres, mNumCapsules, mNumPlanes, mNumConvexes, mNumTriangles;
+
+ // texture uv (used only for render)
+ PxReal* mUV;
+
+ PxVec3 mRendererColor;
+ PxReal mCapsuleScale;
+
+ SampleRenderer::RendererClothShape* mClothRenderShape;
+ RenderMaterial* mConvexMaterial;
+
+ // collision shapes render actors
+ shdfnd::Array<RenderSphereActor*> mSphereActors;
+ shdfnd::Array<RenderCapsuleActor*> mCapsuleActors;
+
+ RenderMeshActor* mMeshActor;
+ shdfnd::Array<PxU16> mMeshIndices;
+
+ RenderMeshActor* mConvexActor;
+ shdfnd::Array<PxVec3> mConvexVertices;
+ shdfnd::Array<PxU16> mConvexIndices;
+
+ shdfnd::Array<PxVec3> mClothVertices;
+ shdfnd::Array<PxVec3> mClothNormals;
+
+};
+
+#endif