// // 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_CONVERSIONCLOTHINGPHYSICALMESHPARAMETERS_0P5_0P6H_H #define MODULE_CONVERSIONCLOTHINGPHYSICALMESHPARAMETERS_0P5_0P6H_H #include "NvParamConversionTemplate.h" #include "ClothingPhysicalMeshParameters_0p5.h" #include "ClothingPhysicalMeshParameters_0p6.h" namespace nvidia { namespace apex { namespace legacy { typedef NvParameterized::ParamConversionTemplate ConversionClothingPhysicalMeshParameters_0p5_0p6Parent; class ConversionClothingPhysicalMeshParameters_0p5_0p6: public ConversionClothingPhysicalMeshParameters_0p5_0p6Parent { public: static NvParameterized::Conversion* Create(NvParameterized::Traits* t) { void* buf = t->alloc(sizeof(ConversionClothingPhysicalMeshParameters_0p5_0p6)); return buf ? PX_PLACEMENT_NEW(buf, ConversionClothingPhysicalMeshParameters_0p5_0p6)(t) : 0; } protected: ConversionClothingPhysicalMeshParameters_0p5_0p6(NvParameterized::Traits* t) : ConversionClothingPhysicalMeshParameters_0p5_0p6Parent(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!) }; return prefVers; } 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 const int32_t numVertices = mLegacyData->physicalMesh.vertices.arraySizes[0]; const uint32_t numBonesPerVertex = mLegacyData->physicalMesh.numBonesPerVertex; const float* boneWeights = mNewData->physicalMesh.boneWeights.buf; uint32_t numVerticesPerCacheBlock = 8;// 128 / sizeof boneWeights per vertex (4 float), this is the biggest per vertex data uint32_t allocNumVertices = ((uint32_t)ceil((float)numVertices / numVerticesPerCacheBlock)) * numVerticesPerCacheBlock; // allocate more to have a multiple of numVerticesPerCachBlock NvParameterized::Handle optimizationDataHandle(*mNewData, "physicalMesh.optimizationData"); PX_ASSERT(optimizationDataHandle.isValid()); optimizationDataHandle.resizeArray((int32_t)(allocNumVertices + 1) / 2); uint8_t* optimizationData = mNewData->physicalMesh.optimizationData.buf; memset(optimizationData, 0, (allocNumVertices + 1) / 2); const parameterized::ClothingPhysicalMeshParameters_0p6NS::ConstrainCoefficient_Type* constrainCoeffs = mNewData->physicalMesh.constrainCoefficients.buf; for (int32_t i = 0; i < numVertices; ++i) { uint8_t numBones = 0; while (numBones < numBonesPerVertex) { if (boneWeights[numBonesPerVertex * i + numBones] == 0.0f) { break; } ++numBones; } uint8_t& data = optimizationData[i / 2]; PX_ASSERT(numBones < 8); uint8_t bitShift = 0; if (i % 2 == 0) { data = 0; } else { bitShift = 4; } data |= numBones << bitShift; // store for each vertex if collisionSphereDistance is < 0 if (constrainCoeffs[i].collisionSphereDistance < 0.0f) { data |= 8 << bitShift; mNewData->physicalMesh.hasNegativeBackstop = true; } else { data &= ~(8 << bitShift); } } return true; } }; } } } //nvidia::apex::legacy #endif