// // 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 WRAP_CLOTH_H #define WRAP_CLOTH_H //----------------------------------------------------------------------------// #include "PxPhysicsAPI.h" #include "TestArray.h" #include "TestMotionGenerator.h" #include "cloth/PxCloth.h" #include "PhysXSample.h" //----------------------------------------------------------------------------// namespace physx { class PxClothMeshDesc; class PxClothFabric; } namespace Test { // wrapper for collision data for cloth class ClothCollision { public: friend class ::RenderClothActor; ClothCollision(); // Test::ClothCollision virtual PxU32 addSphere(const PxVec3& position, PxReal radius); virtual PxU32 addCapsuleIndex(PxU32 i0, PxU32 i1); virtual PxU32 addCapsule(const PxVec3& position1, PxReal radius1, const PxVec3& position2, PxReal radius2); virtual PxU32 getNbSpheres() const; virtual PxU32 getNbCapsules() const; virtual PxBounds3 getWorldBounds() const; virtual const PxClothCollisionSphere* getSpheres() const; virtual const PxU32* getCapsules() const; virtual void setClothPose(const PxTransform &clothPose); virtual void setCapsuleMotion(PxU32 id, const PxVec3 &linear, const PxVec3 &angular); virtual void setSphereMotion(PxU32 id, const PxVec3 &linear); virtual void updateMotion(PxReal time, PxReal timestep); virtual void release(); virtual ~ClothCollision(); protected: // convert sphere positions to local pose of cloth void applyLocalTransform(); protected: PxTransform mClothPose; Test::Array mOrigPositions; Test::Array mWorldPositions; Test::Array mSpheres; Test::Array mSphereMotion; Test::Array mCapsuleMotion; Test::Array mCapsuleIndices; }; } //----------------------------------------------------------------------------// #endif // WRAP_CLOTH_H