// // 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 CLOTHING_ACTOR_DATA_H #define CLOTHING_ACTOR_DATA_H #include "ClothingAssetData.h" #include "PsMutex.h" #include "PxMat44.h" #include "PxVec3.h" #define BLOCK_SIZE_SKIN_PHYSICS (32768*6) + (8192*0) namespace nvidia { namespace clothing { /* * A wrapper around the data contained in ClothingActorImpl minus all the interface stuff */ class ClothingActorData { public: ClothingActorData(); ~ClothingActorData(); void skinToAnimation_NoPhysX(bool fromFetchResults); void skinPhysicsMaxDist0Normals_NoPhysx(); void renderDataLock(); void renderDataUnLock(); void skinToPhysicalMesh_NoPhysX(bool fromFetchResults); void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_, const PxVec3* srcPositions_); void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_, const PxVec3* srcPositions_, const PxVec3* srcNormals_); void finalizeSkinning_NoPhysX(bool fromFetchResults); template void computeTangentSpaceUpdate(AbstractMeshDescription& destMesh, const ClothingMeshAssetData& rendermesh, uint32_t submeshIndex, const uint32_t* compressedTangentW); void tickSynchAfterFetchResults_LocksPhysX(); uint32_t skinPhysicsSimpleMem() const; void skinPhysicsMeshSimple(); PxBounds3 getRenderMeshAssetBoundsTransformed(); // is valid only after lodTick bool calcIfSimplePhysicsMesh() const; PX_ALIGN(16, nvidia::AtomicLockCopy mRenderLock); ClothingAssetData mAsset; PxBounds3 mNewBounds; PX_ALIGN(16, PxMat44 mGlobalPose); PxMat44 mInternalGlobalPose; PxMat44* mInternalBoneMatricesCur; PxMat44* mInternalBoneMatricesPrev; PxVec3* mRenderingDataPosition; PxVec3* mRenderingDataNormal; PxVec4* mRenderingDataTangent; PxVec3* mMorphDisplacementBuffer; PxVec3* mSdkWritebackNormal; PxVec3* mSdkWritebackPositions; PxVec3* mSkinnedPhysicsPositions; PxVec3* mSkinnedPhysicsNormals; uint32_t mInternalMatricesCount; uint32_t mMorphDisplacementBufferCount; uint32_t mSdkDeformableVerticesCount; uint32_t mSdkDeformableIndicesCount; uint32_t mCurrentGraphicalLodId; uint32_t mCurrentPhysicsSubmesh; float mActorScale; // Note - all these modified bools need to be written back to the actor!!!! bool bInternalFrozen; bool bShouldComputeRenderData; bool bIsInitialized; bool bIsSimulationMeshDirty; bool bRecomputeNormals; bool bRecomputeTangents; bool bCorrectSimulationNormals; bool bParallelCpuSkinning; bool bIsClothingSimulationNull; }; } } // namespace nvidia #endif // CLOTHING_ACTOR_DATA_H