// 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 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