// // 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_CONVERSIONCLOTHINGMATERIALLIBRARYPARAMETERS_0P4_0P5H_H #define MODULE_CONVERSIONCLOTHINGMATERIALLIBRARYPARAMETERS_0P4_0P5H_H #include "NvParamConversionTemplate.h" #include "ClothingMaterialLibraryParameters_0p4.h" #include "ClothingMaterialLibraryParameters_0p5.h" namespace nvidia { namespace apex { namespace legacy { typedef NvParameterized::ParamConversionTemplate ConversionClothingMaterialLibraryParameters_0p4_0p5Parent; class ConversionClothingMaterialLibraryParameters_0p4_0p5: public ConversionClothingMaterialLibraryParameters_0p4_0p5Parent { public: static NvParameterized::Conversion* Create(NvParameterized::Traits* t) { void* buf = t->alloc(sizeof(ConversionClothingMaterialLibraryParameters_0p4_0p5)); return buf ? PX_PLACEMENT_NEW(buf, ConversionClothingMaterialLibraryParameters_0p4_0p5)(t) : 0; } protected: ConversionClothingMaterialLibraryParameters_0p4_0p5(NvParameterized::Traits* t) : ConversionClothingMaterialLibraryParameters_0p4_0p5Parent(t) {} const NvParameterized::PrefVer* getPreferredVersions() const { static NvParameterized::PrefVer prefVers[] = { //TODO: // Add your preferred versions for included references here. // Entry format is // { (const char*)longName, (uint32_t)preferredVersion } { 0, 0 } // Terminator (do not remove!) }; PX_UNUSED(prefVers[0]); // Make compiler happy return 0; } bool convert() { //TODO: // Write custom conversion code here using mNewData and mLegacyData members. // // Note that // - mNewData has already been initialized with default values // - same-named/same-typed members have already been copied // from mLegacyData to mNewData // - included references were moved to mNewData // (and updated to preferred versions according to getPreferredVersions) // // For more info see the versioning wiki. uint32_t numMaterials = (uint32_t)mNewData->materials.arraySizes[0]; parameterized::ClothingMaterialLibraryParameters_0p4NS::ClothingMaterial_Type* oldMaterials = mLegacyData->materials.buf; parameterized::ClothingMaterialLibraryParameters_0p5NS::ClothingMaterial_Type* newMaterials = mNewData->materials.buf; PX_ASSERT((uint32_t)mLegacyData->materials.arraySizes[0] == numMaterials); for (uint32_t i = 0; i < numMaterials; ++i) { parameterized::ClothingMaterialLibraryParameters_0p4NS::ClothingMaterial_Type& oldMat = oldMaterials[i]; parameterized::ClothingMaterialLibraryParameters_0p5NS::ClothingMaterial_Type& newMat = newMaterials[i]; newMat.verticalStretchingStiffness = oldMat.stretchingStiffness; newMat.horizontalStretchingStiffness = oldMat.stretchingStiffness; newMat.verticalStiffnessScaling.range = 1.0f; newMat.verticalStiffnessScaling.scale = 1.0f; newMat.horizontalStiffnessScaling.range = oldMat.stretchingLimit.limit; newMat.horizontalStiffnessScaling.scale = oldMat.stretchingLimit.stiffness; newMat.bendingStiffnessScaling.range = oldMat.bendingLimit.limit; newMat.bendingStiffnessScaling.scale = oldMat.bendingLimit.stiffness; newMat.shearingStiffnessScaling.range = oldMat.shearingLimit.limit; newMat.shearingStiffnessScaling.scale = oldMat.shearingLimit.stiffness; } return true; } }; } } } //nvidia::apex::legacy #endif