// 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 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