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//
// 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) 2018 NVIDIA Corporation. All rights reserved.
#ifndef CLOTHING_ACTOR_DATA_H
#define CLOTHING_ACTOR_DATA_H
#include "ClothingAssetData.h"
#include "PsMutex.h"
#include "PxMat44.h"
#include "PxVec3.h"
#define BLOCK_SIZE_SKIN_PHYSICS (32768*6) + (8192*0)
namespace nvidia
{
namespace clothing
{
/*
* A wrapper around the data contained in ClothingActorImpl minus all the interface stuff
*/
class ClothingActorData
{
public:
ClothingActorData();
~ClothingActorData();
void skinToAnimation_NoPhysX(bool fromFetchResults);
void skinPhysicsMaxDist0Normals_NoPhysx();
void renderDataLock();
void renderDataUnLock();
void skinToPhysicalMesh_NoPhysX(bool fromFetchResults);
void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_,
const PxVec3* srcPositions_);
void skinToImmediateMap(const uint32_t* immediateClothMap_, uint32_t numGraphicalVertices_, uint32_t numSrcVertices_,
const PxVec3* srcPositions_, const PxVec3* srcNormals_);
void finalizeSkinning_NoPhysX(bool fromFetchResults);
template <bool withNormals, bool withTangents>
void computeTangentSpaceUpdate(AbstractMeshDescription& destMesh, const ClothingMeshAssetData& rendermesh, uint32_t submeshIndex, const uint32_t* compressedTangentW);
void tickSynchAfterFetchResults_LocksPhysX();
uint32_t skinPhysicsSimpleMem() const;
void skinPhysicsMeshSimple();
PxBounds3 getRenderMeshAssetBoundsTransformed();
// is valid only after lodTick
bool calcIfSimplePhysicsMesh() const;
PX_ALIGN(16, nvidia::AtomicLockCopy mRenderLock);
ClothingAssetData mAsset;
PxBounds3 mNewBounds;
PX_ALIGN(16, PxMat44 mGlobalPose);
PxMat44 mInternalGlobalPose;
PxMat44* mInternalBoneMatricesCur;
PxMat44* mInternalBoneMatricesPrev;
PxVec3* mRenderingDataPosition;
PxVec3* mRenderingDataNormal;
PxVec4* mRenderingDataTangent;
PxVec3* mMorphDisplacementBuffer;
PxVec3* mSdkWritebackNormal;
PxVec3* mSdkWritebackPositions;
PxVec3* mSkinnedPhysicsPositions;
PxVec3* mSkinnedPhysicsNormals;
uint32_t mInternalMatricesCount;
uint32_t mMorphDisplacementBufferCount;
uint32_t mSdkDeformableVerticesCount;
uint32_t mSdkDeformableIndicesCount;
uint32_t mCurrentGraphicalLodId;
uint32_t mCurrentPhysicsSubmesh;
float mActorScale;
// Note - all these modified bools need to be written back to the actor!!!!
bool bInternalFrozen;
bool bShouldComputeRenderData;
bool bIsInitialized;
bool bIsSimulationMeshDirty;
bool bRecomputeNormals;
bool bRecomputeTangents;
bool bCorrectSimulationNormals;
bool bParallelCpuSkinning;
bool bIsClothingSimulationNull;
};
}
} // namespace nvidia
#endif // CLOTHING_ACTOR_DATA_H
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