// // 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_PHYSICAL_MESH_IMPL_H #define CLOTHING_PHYSICAL_MESH_IMPL_H #include "ClothingPhysicalMesh.h" #include "PsUserAllocated.h" #include "ApexResource.h" #include "PsArray.h" #include "ParamArray.h" #include "ClothingPhysicalMeshParameters.h" #include "ModuleClothingImpl.h" #include "ApexRWLockable.h" #include "nvparameterized/NvParameterized.h" #include "ReadCheck.h" namespace nvidia { namespace apex { class ApexQuadricSimplifier; } namespace clothing { class ModuleClothingImpl; class ClothingPhysicalMeshImpl : public ClothingPhysicalMesh, public ApexResourceInterface, public ApexResource, public NvParameterized::SerializationCallback, public ApexRWLockable { private: ClothingPhysicalMeshImpl(ModuleClothingImpl* module, ClothingPhysicalMeshParameters* params, ResourceList* list); friend class ModuleClothingImpl; public: APEX_RW_LOCKABLE_BOILERPLATE virtual void release(); void destroy(); virtual uint32_t getNumVertices() const; virtual uint32_t getNumSimulatedVertices() const; virtual uint32_t getNumMaxDistance0Vertices() const; virtual uint32_t getNumIndices() const; virtual uint32_t getNumSimulatedIndices() const; virtual uint32_t getNumBonesPerVertex() const { READ_ZONE(); return mParams->physicalMesh.numBonesPerVertex; } virtual void getIndices(void* indexDestination, uint32_t byteStride, uint32_t numIndices) const; virtual bool isTetrahedralMesh() const { READ_ZONE(); return mParams->physicalMesh.isTetrahedralMesh; } virtual void simplify(uint32_t subdivisions, int32_t maxSteps, float maxError, IProgressListener* progress); // user overwrites geometry virtual void setGeometry(bool tetraMesh, uint32_t numVertices, uint32_t vertexByteStride, const void* vertices, const uint32_t* masterFlags, uint32_t numIndices, uint32_t indexByteStride, const void* indices); // direct access to specific buffers virtual bool getIndices(uint32_t* indices, uint32_t byteStride) const; virtual bool getVertices(PxVec3* vertices, uint32_t byteStride) const ; virtual bool getNormals(PxVec3* vertices, uint32_t byteStride) const ; virtual bool getBoneIndices(uint16_t* boneIndices, uint32_t byteStride) const; virtual bool getBoneWeights(float* boneWeights, uint32_t byteStride) const; virtual bool getConstrainCoefficients(ClothingConstrainCoefficients* values, uint32_t byteStride) const; virtual void getStats(ClothingPhysicalMeshStats& stats) const; virtual void allocateMasterFlagsBuffer(); virtual void allocateConstrainCoefficientBuffer(); virtual ClothingConstrainCoefficients* getConstrainCoefficientBuffer() const { READ_ZONE(); PX_COMPILE_TIME_ASSERT(sizeof(ClothingConstrainCoefficients) == sizeof(ClothingPhysicalMeshParametersNS::ConstrainCoefficient_Type)); return (ClothingConstrainCoefficients*)mParams->physicalMesh.constrainCoefficients.buf; } // from NvParameterized::SerializationCallback void preSerialize(void* userData_ = NULL); void permuteBoneIndices(Array& old2newBoneIndices); void applyTransformation(const PxMat44& transformation, float scale); void applyPermutation(const Array& permutation); void makeCopy(ClothingPhysicalMeshParameters* params); void allocateNormalBuffer(); void allocateSkinningNormalsBuffer(); void allocateBoneIndexAndWeightBuffers(); void freeAdditionalBuffers(); PX_INLINE void setNumBonesPerVertex(uint32_t numBonesPerVertex) { mParams->physicalMesh.numBonesPerVertex = numBonesPerVertex; } PX_INLINE uint16_t* getBoneIndicesBuffer() { return mParams->physicalMesh.boneIndices.buf; } PX_INLINE float* getBoneWeightsBuffer() { return mParams->physicalMesh.boneWeights.buf; } PX_INLINE PxVec3* getPositionBuffer() { return mParams->physicalMesh.vertices.buf; } PX_INLINE PxVec3* getNormalBuffer() { return mParams->physicalMesh.normals.buf; } PX_INLINE PxVec3* getSkinningNormalBuffer() { return mParams->physicalMesh.skinningNormals.buf; } PX_INLINE uint32_t* getMasterFlagsBuffer() { return mMasterFlags.begin(); } PX_INLINE uint32_t* getIndicesBuffer() { return mParams->physicalMesh.indices.buf; } PX_INLINE float getMaxMaxDistance() { return mParams->physicalMesh.maximumMaxDistance; } void updateMaxMaxDistance(); void addBoneToVertex(uint32_t vertexNumber, uint16_t boneIndex, float boneWeight); void sortBonesOfVertex(uint32_t vertexNumber); void normalizeBonesOfVertex(uint32_t vertexNumber); void updateSkinningNormals(); void smoothNormals(uint32_t numIterations); void updateOptimizationData(); ClothingPhysicalMeshParameters* getNvParameterized() const { return mParams; } // from ApexResource uint32_t getListIndex() const { return m_listIndex; } void setListIndex(class ResourceList& list, uint32_t index) { m_list = &list; m_listIndex = index; } private: void writeBackData(); void clearMiscBuffers(); void computeEdgeLengths() const; bool removeDuplicatedTriangles(uint32_t numIndices, uint32_t indexByteStride, const void* indices); void computeNeighborInformation(Array &neighbors); void fixTriangleOrientations(); ModuleClothingImpl* mModule; ClothingPhysicalMeshParameters* mParams; bool ownsParams; ParamArray mVertices; ParamArray mNormals; ParamArray mSkinningNormals; ParamArray mConstrainCoefficients; ParamArray mBoneIndices; ParamArray mBoneWeights; ParamArray mIndices; uint32_t mNumSimulatedVertices; uint32_t mNumMaxDistanc0Vertices; uint32_t mNumSimulatedIndices; Array mMasterFlags; ApexQuadricSimplifier* mSimplifier; bool isDirty; }; } } // namespace nvidia #endif // CLOTHING_PHYSICAL_MESH_IMPL_H