// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef MODULE_CLOTHING_H #define MODULE_CLOTHING_H #include "Module.h" namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT class ClothingAsset; class ClothingAssetAuthoring; class ClothingPhysicalMesh; class IProgressListener; class RenderMeshAssetAuthoring; /** \mainpage APEX Clothing API Documentation \section overview Overview This document contains a full API documentation for all public classes. */ /** \brief APEX Clothing Module Used to generate simulated clothing on (mostly humanoid) characters. */ class ModuleClothing : public Module { public: /** \brief creates an empty physical mesh. A custom mesh can be assigned to it. */ virtual ClothingPhysicalMesh* createEmptyPhysicalMesh() = 0; /** \brief creates a physical mesh based on a render mesh asset. This will be a 1 to 1 copy of the render mesh \param [in] asset The render mesh that is used as source for the physical mesh \param [in] subdivision Modify the physical mesh such that all edges that are longer than (bounding box diagonal / subdivision) are split up. Must be <= 200 \param [in] mergeVertices All vertices with the same position will be welded together. \param [in] closeHoles Close any hole found in the mesh. \param [in] progress An optional callback for progress display. */ virtual ClothingPhysicalMesh* createSingleLayeredMesh(RenderMeshAssetAuthoring* asset, uint32_t subdivision, bool mergeVertices, bool closeHoles, IProgressListener* progress) = 0; protected: virtual ~ModuleClothing() {} }; #if !defined(_USRDLL) /** * If this module is distributed as a static library, the user must call this * function before calling ApexSDK::createModule("Clothing") */ void instantiateModuleClothing(); #endif PX_POP_PACK } } // namespace nvidia #endif // MODULE_CLOTHING_H