aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/module/clothing/include/ClothingAssetAuthoringImpl.h
blob: 0ac8adc9245a60907b53404e57565a5d59a2ba2d (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
//
// 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_ASSET_AUTHORING_IMPL_H
#define CLOTHING_ASSET_AUTHORING_IMPL_H


#include "ClothingAssetAuthoring.h"
#include "ClothingAssetImpl.h"
#include "ClothingGraphicalLodParameters.h"
#include "ApexAssetAuthoring.h"

#include "ReadCheck.h"
#include "WriteCheck.h"

#ifndef WITHOUT_APEX_AUTHORING

namespace nvidia
{
namespace clothing
{

class ClothingPhysicalMeshImpl;


class ClothingAssetAuthoringImpl : public ClothingAssetAuthoring, public ApexAssetAuthoring, public ClothingAssetImpl
{
public:
	APEX_RW_LOCKABLE_BOILERPLATE

	ClothingAssetAuthoringImpl(ModuleClothingImpl* module, ResourceList& list, const char* name);
	ClothingAssetAuthoringImpl(ModuleClothingImpl* module, ResourceList& list);
	ClothingAssetAuthoringImpl(ModuleClothingImpl* module, ResourceList& list, NvParameterized::Interface* params, const char* name);

	// from AssetAuthoring
	virtual const char* getName(void) const
	{
		return ClothingAssetImpl::getName();
	}
	virtual const char* getObjTypeName() const
	{
		return CLOTHING_AUTHORING_TYPE_NAME;
	}
	virtual bool							prepareForPlatform(nvidia::apex::PlatformTag);

	virtual void setToolString(const char* toolName, const char* toolVersion, uint32_t toolChangelist)
	{
		ApexAssetAuthoring::setToolString(toolName, toolVersion, toolChangelist);
	}

	// from ApexInterface
	virtual void							release();

	// from ClothingAssetAuthoring
	virtual void							setDefaultConstrainCoefficients(const ClothingConstrainCoefficients& coeff)
	{
		WRITE_ZONE();
		mDefaultConstrainCoefficients = coeff;
	}
	virtual void							setInvalidConstrainCoefficients(const ClothingConstrainCoefficients& coeff)
	{
		WRITE_ZONE();
		mInvalidConstrainCoefficients = coeff;
	}

	virtual void							setMeshes(uint32_t lod, RenderMeshAssetAuthoring* asset, ClothingPhysicalMesh* mesh,
													float normalResemblance = 90, bool ignoreUnusedVertices = true, 
													IProgressListener* progress = NULL);
	virtual bool							addPlatformToGraphicalLod(uint32_t lod, PlatformTag platform);
	virtual bool							removePlatform(uint32_t lod,  PlatformTag platform);
	virtual uint32_t						getNumPlatforms(uint32_t lod) const;
	virtual PlatformTag						getPlatform(uint32_t lod, uint32_t i) const;
	virtual uint32_t						getNumLods() const;
	virtual int32_t							getLodValue(uint32_t lod) const;
	virtual void							clearMeshes();
	virtual ClothingPhysicalMesh*			getClothingPhysicalMesh(uint32_t graphicalLod) const;

	virtual void							setBoneInfo(uint32_t boneIndex, const char* boneName, const PxMat44& bindPose, int32_t parentIndex);
	virtual void							setRootBone(const char* boneName);
	virtual uint32_t						addBoneConvex(const char* boneName, const PxVec3* positions, uint32_t numPositions);
	virtual uint32_t						addBoneConvex(uint32_t boneIndex, const PxVec3* positions, uint32_t numPositions);
	virtual void							addBoneCapsule(const char* boneName, float capsuleRadius, float capsuleHeight, const PxMat44& localPose);
	virtual void							addBoneCapsule(uint32_t boneIndex, float capsuleRadius, float capsuleHeight, const PxMat44& localPose);
	virtual void							clearBoneActors(const char* boneName);
	virtual void							clearBoneActors(uint32_t boneIndex);
	virtual void							clearAllBoneActors();

	virtual void							setCollision(const char** boneNames, float* radii, PxVec3* localPositions, 
														uint32_t numSpheres, uint16_t* pairs, uint32_t numPairs);
	virtual void							setCollision(uint32_t* boneIndices, float* radii, PxVec3* localPositions, uint32_t numSpheres, 
														uint16_t* pairs, uint32_t numPairs);
	virtual void							clearCollision();

	virtual void							setSimulationHierarchicalLevels(uint32_t levels)
	{
		WRITE_ZONE();
		mParams->simulation.hierarchicalLevels = levels;
		clearCooked();
	}
	virtual void							setSimulationThickness(float thickness)
	{
		WRITE_ZONE();
		mParams->simulation.thickness = thickness;
	}
	virtual void							setSimulationVirtualParticleDensity(float density)
	{
		WRITE_ZONE();
		PX_ASSERT(density >= 0.0f);
		PX_ASSERT(density <= 1.0f);
		mParams->simulation.virtualParticleDensity = PxClamp(density, 0.0f, 1.0f);
	}
	virtual void							setSimulationSleepLinearVelocity(float sleep)
	{
		WRITE_ZONE();
		mParams->simulation.sleepLinearVelocity = sleep;
	}
	virtual void							setSimulationGravityDirection(const PxVec3& gravity)
	{
		WRITE_ZONE();
		mParams->simulation.gravityDirection = gravity.getNormalized();
	}

	virtual void							setSimulationDisableCCD(bool disable)
	{
		WRITE_ZONE();
		mParams->simulation.disableCCD = disable;
	}
	virtual void							setSimulationTwowayInteraction(bool enable)
	{
		WRITE_ZONE();
		mParams->simulation.twowayInteraction = enable;
	}
	virtual void							setSimulationUntangling(bool enable)
	{
		WRITE_ZONE();
		mParams->simulation.untangling = enable;
	}
	virtual void							setSimulationRestLengthScale(float scale)
	{
		WRITE_ZONE();
		mParams->simulation.restLengthScale = scale;
	}

	virtual void							setExportScale(float scale)
	{
		WRITE_ZONE();
		mExportScale = scale;
	}
	virtual void							applyTransformation(const PxMat44& transformation, float scale, bool applyToGraphics, bool applyToPhysics);
	virtual void							updateBindPoses(const PxMat44* newBindPoses, uint32_t newBindPosesCount, bool isInternalOrder, bool collisionMaintainWorldPose);
	virtual void							setDeriveNormalsFromBones(bool enable)
	{
		WRITE_ZONE();
		mDeriveNormalsFromBones = enable;
	}
	virtual NvParameterized::Interface*		getMaterialLibrary();
	virtual bool							setMaterialLibrary(NvParameterized::Interface* materialLibrary, uint32_t materialIndex, bool transferOwnership);
	virtual NvParameterized::Interface*		getRenderMeshAssetAuthoring(uint32_t lodLevel) const;

	// parameterization
	NvParameterized::Interface*				getNvParameterized() const
	{
		return mParams;
	}
	virtual NvParameterized::Interface*		releaseAndReturnNvParameterizedInterface();

	// from NvParameterized::SerializationCallback
	virtual void							preSerialize(void* userData);

	// from ApexAssetAuthoring
	virtual void							setToolString(const char* toolString);

	// internal
	void									destroy();

	virtual bool							setBoneBindPose(uint32_t boneIndex, const PxMat44& bindPose);
	virtual bool							getBoneBindPose(uint32_t boneIndex, PxMat44& bindPose) const;

private:
	// bones
	uint32_t								addBoneConvexInternal(uint32_t boneIndex, const PxVec3* positions, uint32_t numPositions);
	void									addBoneCapsuleInternal(uint32_t boneIndex, float capsuleRadius, float capsuleHeight, const PxMat44& localPose);
	void									clearBoneActorsInternal(int32_t internalBoneIndex);
	void									compressBones() const;
	void									compressBoneCollision();
	void									collectBoneIndices(uint32_t numVertices, const uint16_t* boneIndices, const float* boneWeights, uint32_t numBonesPerVertex) const;

	void									updateMappingAuthoring(ClothingGraphicalLodParameters& graphLod, RenderMeshAssetIntl* renderMeshAssetCopy,
																	RenderMeshAssetAuthoringIntl* renderMeshAssetOrig, float normalResemblance, 
																	bool ignoreUnusedVertices, IProgressListener* progress);
	void									sortSkinMapB(SkinClothMapB* skinClothMap, uint32_t skinClothMapSize, uint32_t* immediateClothMap, uint32_t immediateClothMapSize);

	void									setupPhysicalMesh(ClothingPhysicalMeshParameters& physicalMeshParameters) const;

	bool									checkSetMeshesInput(uint32_t lod, ClothingPhysicalMesh* nxPhysicalMesh, uint32_t& graphicalLodIndexTest);
	void									sortPhysicalMeshes();

	// mesh reordering
	void									sortDeformableIndices(ClothingPhysicalMeshImpl& physicalMesh);


	bool									getGraphicalLodIndex(uint32_t lod, uint32_t& graphicalLodIndex) const;
	uint32_t								addGraphicalLod(uint32_t lod);

	// cooking
	void									clearCooked();

	// access
	bool									addGraphicalMesh(RenderMeshAssetAuthoring* renderMesh, uint32_t graphicalLodIndex);

	Array<ClothingPhysicalMeshImpl*>		mPhysicalMeshesInput;

	float									mExportScale;
	bool									mDeriveNormalsFromBones;
	bool									mOwnsMaterialLibrary;

	ClothingConstrainCoefficients			mDefaultConstrainCoefficients;
	ClothingConstrainCoefficients			mInvalidConstrainCoefficients;

	const char*								mPreviousCookedType;

	ApexSimpleString						mRootBoneName;

	void									initParams();

	// immediate cloth: 1-to-1 mapping from physical to rendering mesh (except for LOD)
	bool									generateImmediateClothMap(const AbstractMeshDescription* targetMeshes, uint32_t numTargetMeshes,
															ClothingPhysicalMeshParametersNS::PhysicalMesh_Type& physicalMesh, 
															uint32_t* masterFlags, float epsilon, uint32_t& numNotFoundVertices, 
															float normalResemblance, ParamArray<uint32_t>& result, IProgressListener* progress) const;
	bool									generateSkinClothMap(const AbstractMeshDescription* targetMeshes, uint32_t numTargetMeshes,
															ClothingPhysicalMeshParametersNS::PhysicalMesh_Type& physicalMesh, uint32_t* masterFlags, 
															uint32_t* immediateMap, uint32_t numEmptyInImmediateMap, ParamArray<SkinClothMap>& result,
															float& offsetAlongNormal, bool integrateImmediateMap, IProgressListener* progress) const;

	void									removeMaxDistance0Mapping(ClothingGraphicalLodParameters& graphicalLod, RenderMeshAssetIntl* renderMeshAsset) const;

	bool									generateTetraMap(const AbstractMeshDescription* targetMeshes, uint32_t numTargetMeshes,
															ClothingPhysicalMeshParametersNS::PhysicalMesh_Type& physicalMesh, uint32_t* masterFlags,
															ParamArray<ClothingGraphicalLodParametersNS::TetraLink_Type>& result, IProgressListener* progress) const;
	float									computeBaryError(float baryX, float baryY) const;
	float									computeTriangleError(const TriangleWithNormals& triangle, const PxVec3& normal) const;


	bool									hasTangents(const RenderMeshAssetIntl& rma);
	uint32_t								getMaxNumGraphicalVertsActive(const ClothingGraphicalLodParameters& graphicalLod, uint32_t submeshIndex);
	bool									isMostlyImmediateSkinned(const RenderMeshAssetIntl& rma, const ClothingGraphicalLodParameters& graphicalLod);
	bool									conditionalMergeMapping(const RenderMeshAssetIntl& rma, ClothingGraphicalLodParameters& graphicalLod);

};

}
} // namespace nvidia

#endif // WITHOUT_APEX_AUTHORING

#endif // CLOTHING_ASSET_AUTHORING_IMPL_H