// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef RENDER_CLOTH_ACTOR_H #define RENDER_CLOTH_ACTOR_H #include "RenderBaseActor.h" #include "RenderPhysX3Debug.h" #include "SampleAllocator.h" #include "SampleArray.h" #include "cloth/PxCloth.h" #include "extensions/PxClothMeshDesc.h" #include "RenderMaterial.h" namespace SampleRenderer { class Renderer; class RendererClothShape; } class RenderCapsuleActor; class RenderSphereActor; class RenderMeshActor; class RenderClothActor : public RenderBaseActor { public: RenderClothActor( SampleRenderer::Renderer& renderer, const PxCloth& cloth, const PxClothMeshDesc &desc, const PxVec2* uvs = NULL, PxReal capsuleScale = 1.0f); virtual ~RenderClothActor(); virtual void update(float deltaTime); virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material, bool wireFrame); void setConvexMaterial(RenderMaterial* material); virtual SampleRenderer::RendererClothShape* getRenderClothShape() const { return mClothRenderShape; } virtual const PxCloth* getCloth() const { return &mCloth; } private: void updateRenderShape(); private: RenderClothActor& operator=(const RenderClothActor&); void freeCollisionRenderSpheres(); void freeCollisionRenderCapsules(); SampleRenderer::Renderer& mRenderer; const PxCloth& mCloth; // copied mesh structure PxU32 mNumFaces; PxU16* mFaces; // collision data used for debug rendering PxClothCollisionSphere* mSpheres; PxU32* mCapsules; PxClothCollisionPlane* mPlanes; PxU32* mConvexes; PxClothCollisionTriangle* mTriangles; PxU32 mNumSpheres, mNumCapsules, mNumPlanes, mNumConvexes, mNumTriangles; // texture uv (used only for render) PxReal* mUV; PxVec3 mRendererColor; PxReal mCapsuleScale; SampleRenderer::RendererClothShape* mClothRenderShape; RenderMaterial* mConvexMaterial; // collision shapes render actors shdfnd::Array mSphereActors; shdfnd::Array mCapsuleActors; RenderMeshActor* mMeshActor; shdfnd::Array mMeshIndices; RenderMeshActor* mConvexActor; shdfnd::Array mConvexVertices; shdfnd::Array mConvexIndices; shdfnd::Array mClothVertices; shdfnd::Array mClothNormals; }; #endif