// // 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_HELPERS_H #define TEST_CLOTH_HELPERS_H #include "PxShape.h" #include "PsArray.h" #include "cloth/PxCloth.h" #include "cloth/PxClothTypes.h" #include "cloth/PxClothCollisionData.h" #include "extensions/PxClothMeshDesc.h" #include "cooking/PxCooking.h" #include "foundation/PxVec2.h" #include "foundation/PxVec4.h" #include "Test.h" template class SampleArray; namespace Test { /// simple utility functions for PxCloth class ClothHelpers { public: // border flags enum BorderFlags { NONE = 0, BORDER_LEFT = (1 << 0), BORDER_RIGHT = (1 << 1), BORDER_BOTTOM = (1 << 2), BORDER_TOP = (1 << 3), BORDER_NEAR = (1 << 4), BORDER_FAR = (1 << 5) }; typedef PxFlags PxBorderFlags; // attach cloth border static bool attachBorder(PxClothParticle* particles, PxU32 numParticles, PxBorderFlags borderFlag); static bool attachBorder(PxCloth& cloth, PxBorderFlags borderFlag); // constrain cloth particles that overlap the given shape static bool attachClothOverlapToShape(PxCloth& cloth, PxShape& shape, PxReal radius = 0.1f); // create cloth mesh descriptor for a grid mesh defined along two (u,v) axis. static PxClothMeshDesc createMeshGrid(PxVec3 dirU, PxVec3 dirV, PxU32 numU, PxU32 numV, SampleArray& vertices, SampleArray& indices, SampleArray& texcoords); // create cloth mesh from obj file static PxClothMeshDesc createMeshFromObj(const char* filename, PxReal scale, PxQuat rot, PxVec3 offset, SampleArray& vertices, SampleArray& indices, SampleArray& texcoords); // create capsule data in local space of pose static bool createCollisionCapsule(const PxTransform &pose, const PxVec3 ¢er0, PxReal r0, const PxVec3 ¢er1, PxReal r1, SampleArray &spheres, SampleArray &indexPairs); // create virtual particle samples static bool createVirtualParticles(PxCloth& cloth, PxClothMeshDesc& meshDesc, int numSamples); // get world bounds containing all the colliders and the cloth static PxBounds3 getAllWorldBounds(PxCloth& cloth); // get particle location from the cloth static bool getParticlePositions(PxCloth&cloth, SampleArray &positions); // remove duplicate vertices static PxClothMeshDesc removeDuplicateVertices(PxClothMeshDesc &inMesh, SampleArray &inTexcoords, SampleArray& vertices, SampleArray& indices, SampleArray& texcoords); // merge two mesh descriptor and uvs into a single one static PxClothMeshDesc mergeMeshDesc(PxClothMeshDesc &desc1, PxClothMeshDesc &desc2, SampleArray& vertices, SampleArray& indices, SampleArray& texcoords1, SampleArray& texcoords2, SampleArray& texcoords); // set motion constraint radius static bool setMotionConstraints(PxCloth &cloth, PxReal radius); // set particle location from the cloth static bool setParticlePositions(PxCloth&cloth, const SampleArray &positions, bool useConstrainedOnly = true, bool useCurrentOnly = true); // set stiffness for all the phases static bool setStiffness(PxCloth& cloth, PxReal stiffness); }; } #endif