// // 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 SAMPLE_CHARACTER_CLOTH_FLAG_H #define SAMPLE_CHARACTER_CLOTH_FLAG_H #include "cloth/PxCloth.h" #include "PhysXSample.h" class SampleCharacterCloth; class RenderClothActor; class SampleCharacterClothFlag { public: SampleCharacterClothFlag(SampleCharacterCloth& sample, const PxTransform &pose, PxU32 resX, PxU32 resY, PxReal sizeX, PxReal sizeY, PxReal height); void setWind(const PxVec3 &dir, PxReal strength, const PxVec3& range); void update(PxReal dtime); void release(); PxCloth* getCloth() { return mCloth; } protected: RenderClothActor* mRenderActor; SampleCharacterCloth& mSample; PxCloth* mCloth; SampleArray mUVs; PxVec3 mWindDir; PxVec3 mWindRange; PxReal mWindStrength; PxReal mTime; PxRigidDynamic* mCapsuleActor; private: SampleCharacterClothFlag& operator=(const SampleCharacterClothFlag&); }; #endif