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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_HELPERS_H
+#define TEST_CLOTH_HELPERS_H
+
+#include "PxShape.h"
+#include "PsArray.h"
+#include "cloth/PxCloth.h"
+#include "cloth/PxClothTypes.h"
+#include "cloth/PxClothCollisionData.h"
+#include "extensions/PxClothMeshDesc.h"
+#include "cooking/PxCooking.h"
+#include "foundation/PxVec2.h"
+#include "foundation/PxVec4.h"
+#include "Test.h"
+
+
+template<typename T> class SampleArray;
+
+namespace Test
+{
+ /// simple utility functions for PxCloth
+ class ClothHelpers
+ {
+ public:
+
+ // border flags
+ enum BorderFlags
+ {
+ NONE = 0,
+ BORDER_LEFT = (1 << 0),
+ BORDER_RIGHT = (1 << 1),
+ BORDER_BOTTOM = (1 << 2),
+ BORDER_TOP = (1 << 3),
+ BORDER_NEAR = (1 << 4),
+ BORDER_FAR = (1 << 5)
+ };
+ typedef PxFlags<BorderFlags, PxU16> PxBorderFlags;
+ // attach cloth border
+ static bool attachBorder(PxClothParticle* particles, PxU32 numParticles, PxBorderFlags borderFlag);
+ static bool attachBorder(PxCloth& cloth, PxBorderFlags borderFlag);
+
+ // constrain cloth particles that overlap the given shape
+ static bool attachClothOverlapToShape(PxCloth& cloth, PxShape& shape, PxReal radius = 0.1f);
+
+ // create cloth mesh descriptor for a grid mesh defined along two (u,v) axis.
+ static PxClothMeshDesc createMeshGrid(PxVec3 dirU, PxVec3 dirV, PxU32 numU, PxU32 numV,
+ SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);
+
+ // create cloth mesh from obj file
+ static PxClothMeshDesc createMeshFromObj(const char* filename, PxReal scale, PxQuat rot, PxVec3 offset,
+ SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);
+
+ // create capsule data in local space of pose
+ static bool createCollisionCapsule(const PxTransform &pose, const PxVec3 &center0, PxReal r0, const PxVec3 &center1, PxReal r1,
+ SampleArray<PxClothCollisionSphere> &spheres, SampleArray<PxU32> &indexPairs);
+
+ // create virtual particle samples
+ static bool createVirtualParticles(PxCloth& cloth, PxClothMeshDesc& meshDesc, int numSamples);
+
+ // get world bounds containing all the colliders and the cloth
+ static PxBounds3 getAllWorldBounds(PxCloth& cloth);
+
+ // get particle location from the cloth
+ static bool getParticlePositions(PxCloth&cloth, SampleArray<PxVec3> &positions);
+
+ // remove duplicate vertices
+ static PxClothMeshDesc removeDuplicateVertices(PxClothMeshDesc &inMesh, SampleArray<PxVec2> &inTexcoords,
+ SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);
+
+ // merge two mesh descriptor and uvs into a single one
+ static PxClothMeshDesc mergeMeshDesc(PxClothMeshDesc &desc1, PxClothMeshDesc &desc2,
+ SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices,
+ SampleArray<PxVec2>& texcoords1, SampleArray<PxVec2>& texcoords2, SampleArray<PxVec2>& texcoords);
+
+ // set motion constraint radius
+ static bool setMotionConstraints(PxCloth &cloth, PxReal radius);
+
+ // set particle location from the cloth
+ static bool setParticlePositions(PxCloth&cloth, const SampleArray<PxVec3> &positions, bool useConstrainedOnly = true, bool useCurrentOnly = true);
+
+ // set stiffness for all the phases
+ static bool setStiffness(PxCloth& cloth, PxReal stiffness);
+ };
+}
+
+
+#endif