// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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