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Diffstat (limited to 'PhysX_3.4/Samples/SampleBase/TestClothHelpers.h')
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diff --git a/PhysX_3.4/Samples/SampleBase/TestClothHelpers.h b/PhysX_3.4/Samples/SampleBase/TestClothHelpers.h new file mode 100644 index 00000000..a583bdb5 --- /dev/null +++ b/PhysX_3.4/Samples/SampleBase/TestClothHelpers.h @@ -0,0 +1,115 @@ +// 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 ¢er0, PxReal r0, const PxVec3 ¢er1, 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 |