// // 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 PX_PHYSICS_SCP_CLOTH_SIM #define PX_PHYSICS_SCP_CLOTH_SIM #include "CmPhysXCommon.h" #include "PxPhysXConfig.h" #if PX_USE_CLOTH_API #include "CmMatrix34.h" #include "ScClothShape.h" namespace physx { #if PX_SUPPORT_GPU_PHYSX struct PxClothCollisionSphere; #endif namespace Sc { class ClothCore; class ShapeSim; class ClothSim : public ActorSim { public: ClothSim(Scene&, ClothCore&); ~ClothSim(); //--------------------------------------------------------------------------------- // Actor implementation //--------------------------------------------------------------------------------- public: ClothCore& getCore() const; void updateBounds(); void startStep(); void reinsert(); bool addCollisionShape(const ShapeSim* shape); void removeCollisionShape(const ShapeSim* shape); bool addCollisionSphere(const ShapeSim* shape); void removeCollisionSphere(const ShapeSim* shape); bool addCollisionCapsule(const ShapeSim* shape); void removeCollisionCapsule(const ShapeSim* shape); bool addCollisionPlane(const ShapeSim* shape); void removeCollisionPlane(const ShapeSim* shape); bool addCollisionBox(const ShapeSim* shape); void removeCollisionBox(const ShapeSim* shape); bool addCollisionConvex(const ShapeSim* shape); void removeCollisionConvex(const ShapeSim* shape); bool addCollisionMesh(const ShapeSim* shape); void removeCollisionMesh(const ShapeSim* shape); bool addCollisionHeightfield(const ShapeSim* shape); void removeCollisionHeightfield(const ShapeSim* shape); void updateRigidBodyPositions(); void clearCollisionShapes(); private: void insertShapeSim(PxU32, const ShapeSim*); ClothSim &operator=(const ClothSim &); private: ClothShape mClothShape; PxU32 mNumSpheres; PxU32 mNumCapsules; PxU32 mNumPlanes; PxU32 mNumBoxes; PxU32 mNumConvexes; PxU32 mNumMeshes; PxU32 mNumHeightfields; PxU32 mNumConvexPlanes; shdfnd::Array mShapeSims; shdfnd::Array mStartShapeTrafos; }; } // namespace Sc } #endif // PX_PHYSICS_SCP_CLOTH_SIM #endif