// 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_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