// // 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 TEST_CLOTH #define TEST_CLOTH #include "PxShape.h" #include "cloth/PxCloth.h" using namespace physx; namespace Test { class ClothCollision { public: virtual PxU32 addSphere(const PxVec3& position, PxReal radius) = 0; virtual PxU32 addCapsuleIndex(PxU32 i0, PxU32 i1) = 0; virtual PxU32 addCapsule(const PxVec3& position1, PxReal radius1, const PxVec3& position2, PxReal radius2) = 0; virtual PxU32 getNbSpheres() const = 0; virtual const PxClothCollisionSphere* getSpheres() const = 0; virtual void setClothPose(const PxTransform &pose) = 0; virtual void setCapsuleMotion(PxU32 id, const PxVec3 &linear, const PxVec3 &angular) = 0; virtual void setSphereMotion(PxU32 id, const PxVec3 &linear) = 0; virtual void updateMotion(PxReal time, PxReal timestep) = 0; virtual bool generateClothCollisionData(PxClothCollisionData &) const = 0; virtual ~ClothCollision() {}; }; class Cloth { public: // border flags enum { NONE = 0, BORDER_TOP = (1 << 0), BORDER_BOTTOM = (1 << 1), BORDER_LEFT = (1 << 2), BORDER_RIGHT = (1 << 3) }; // solver types enum SolverType { eMIXED = 1 << 0, // eSTIFF for vertical fiber, eFAST for everything else eFAST = 1 << 1, // eFAST for everything eSTIFF = 1 << 2, // eSTIFF for everything eZEROSTRETCH = 1 << 3 // eZEROSTRETCH for zero stretch fiber, eFAST for everything else }; virtual void detachVertex(PxU32 vertexId) = 0; virtual void attachVertexToWorld(PxU32 vertexId) = 0; virtual void attachVertexToWorld(PxU32 vertexId, const PxVec3& pos) = 0; virtual void attachBorderToWorld(PxU32 borderFlags) = 0; virtual void attachOverlapToShape(PxShape* shape, PxReal radius = 0.1f) = 0; virtual void createVirtualParticles(int numSamples) = 0; virtual ClothCollision& getCollision() = 0; virtual const PxTransform& getClothPose() const = 0; virtual void release() = 0; virtual PxCloth& getCloth() = 0; virtual void setCloth(PxCloth&) = 0; virtual PxU32 getNbParticles() const = 0; virtual PxClothParticle* getParticles() = 0; virtual PxBounds3 getWorldBounds(bool includeColliders = false) = 0; virtual void setClothPose(const PxTransform &pose, bool keepIntertia = true) = 0; virtual void setAnimationSpeed(PxReal) = 0; virtual void setDampingCoefficient(PxReal d) = 0; virtual void setMassScalingCoefficient(PxReal s) = 0; virtual void setMotion(const PxVec3 &linear, const PxVec3 &angular) = 0; virtual void setSolverFrequency(PxReal v) = 0; virtual void setSolverType(Cloth::SolverType solverType) = 0; virtual void setStiffness(PxReal v) = 0; virtual void setSweptContact(bool val) = 0; virtual void setUseGPU(bool val) = 0; virtual void updateMotion(PxReal time, PxReal timestep, bool keepInertia = true) = 0; virtual ~Cloth() {}; }; }; #endif // TEST_CLOTH