// 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 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