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path: root/APEX_1.4/shared/external/include/ClothingAuthoring.h
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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_AUTHORING_H
#define CLOTHING_AUTHORING_H

#include "PxPreprocessor.h"
#if PX_WINDOWS_FAMILY

#include "ApexDefs.h"

#include "PxMath.h"
#include "PxMat33.h"
#include "PxMat44.h"
#include "PxCpuDispatcher.h"
#include <nvparameterized/NvSerializer.h>

#include <IProgressListener.h>
#include <UserRenderResourceManager.h>
#include <UserRenderVertexBufferDesc.h>
#include <nvparameterized/NvParameterized.h>

#include <clothing/ClothingAsset.h>

#include <AutoGeometry.h>

#include <vector>
#include <map>


namespace physx
{
class PxScene;
class PxMaterial;
class PxRigidStatic;

namespace pvdsdk
{
	class PxPvd;
}

class PxCpuDispatcher;
}

namespace nvidia
{
namespace apex
{
class ApexSDK;
class RenderDebugInterface;
class Renderable;
class Scene;
class ResourceCallback;
class UserRenderResourceManager;

class RenderMeshAssetAuthoring;

class ModuleClothing;
class ClothingActor;
class ClothingAsset;
class ClothingAssetAuthoring;
class ClothingPhysicalMesh;
class ClothingPreview;
class ClothingUserRecompute;
class ClothingPlane;
struct ClothingMeshSkinningMap;
}
}


namespace Samples
{
class MaterialList;
class TriangleMesh;
class SkeletalAnim;
}



namespace SharedTools
{

class MeshPainter;

class ClothingAuthoring
{
public:

	class ErrorCallback
	{
	public:
		void reportErrorPrintf(const char* label, const char* fmt, ...);
		virtual void reportError(const char* label, const char* message) = 0;
	};

	class NotificationCallback
	{
	public:
		virtual void notifyRestart() = 0;
		virtual void notifyInputMeshLoaded() = 0;
		virtual void notifyMeshPos(const physx::PxVec3&) = 0;
	};



	struct BrushMode
	{
		enum Enum
		{
			PaintFlat,
			PaintVolumetric,
			Smooth,
		};
	};



	struct CollisionVolume
	{
		CollisionVolume() : boneIndex(-1), parentIndex(-1), transform(physx::PxIdentity), meshVolume(0.0f),
			capsuleHeight(0.0f), capsuleRadius(0.0f), shapeOffset(physx::PxIdentity), inflation(0.0f) {}

		void draw(nvidia::apex::RenderDebugInterface* batcher, Samples::SkeletalAnim* anim, bool wireframe, float simulationScale);

		int							boneIndex;
		int							parentIndex;
		std::string					boneName;
		physx::PxTransform			transform;
		std::vector<physx::PxVec3>	vertices;
		std::vector<uint32_t>		indices;
		float						meshVolume;
		float						capsuleHeight;
		float						capsuleRadius;
		physx::PxTransform			shapeOffset;
		float						inflation;
	};



	ClothingAuthoring(
	    nvidia::apex::ApexSDK* apexSDK,
	    nvidia::apex::ModuleClothing* moduleClothing,
	    nvidia::apex::ResourceCallback* resourceCallback,
	    nvidia::apex::UserRenderResourceManager* renderResourceManager,
	    ClothingAuthoring::ErrorCallback* errorCallback,
		nvidia::PxPvd* pvd = NULL,
		nvidia::apex::RenderDebugInterface* renderDebug = NULL
		);

	virtual ~ClothingAuthoring();

	void addNotifyCallback(NotificationCallback* callback);
	void setMaterialList(Samples::MaterialList* list);

	void releasePhysX();
	void connectPVD(bool toggle);

	int  getNumParameters() const;
	bool getParameter(unsigned int i, std::string& name, std::string& type, std::string& val) const;
	bool setParameter(std::string& name, std::string& type, std::string& val);


	// state information

	bool  getAndClearNeedsRedraw()
	{
		bool temp = mState.needsRedraw;
		mState.needsRedraw = false;
		return temp;
	}

	bool  getAndClearNeedsRestart()
	{
		bool temp = mState.needsRestart;
		mState.needsRestart = false;
		return temp;
	}

	bool  getAndClearManualAnimation()
	{
		bool temp = mState.manualAnimation;
		mState.manualAnimation = false;
		return temp;
	}
	void  setManualAnimation(bool on)
	{
		mState.manualAnimation = on;
	}

	struct AuthoringState
	{
		enum Enum
		{
			None = 0,
			MeshLoaded,
			SubmeshSelectionChanged,
			PaintingChanged,
			RenderMeshAssetCreated,
			PhysicalCustomMeshCreated,
			PhysicalClothMeshCreated,
			ClothingAssetCreated,
		};
	};

	AuthoringState::Enum getAuthoringState() const
	{
		return mState.authoringState;
	}

	bool createDefaultMaterialLibrary();
	bool addMaterialLibrary(const char* name, NvParameterized::Interface* newInterface);
	void removeMaterialLibrary(const char* name);

	void addMaterialToLibrary(const char* libName, const char* matName);
	void removeMaterialFromLibrary(const char* libName, const char* matName);

	void selectMaterial(const char* libName, const char* matName);
	void clearMaterialLibraries();

	const char* getSelectedMaterialLibrary() const
	{
		return mState.selectedMaterialLibrary.c_str();
	}
	const char* getSelectedMaterial() const
	{
		return mState.selectedMaterial.c_str();
	}

	physx::PxBounds3 getSimulationBounds() const
	{
		return mState.apexBounds;
	}

	physx::PxBounds3 getCombinedSimulationBounds() const;

	size_t getNumMaterialLibraries() const
	{
		return mState.materialLibraries.size();
	}
	NvParameterized::Interface* getMaterialLibrary(unsigned int libraryIndex) const;
	bool setMaterialLibrary(unsigned int libraryIndex, NvParameterized::Interface* data);
	const char* getMaterialLibraryName(unsigned int libraryIndex) const;
	unsigned int getNumMaterials(unsigned int libraryIndex) const;
	const char* getMaterialName(unsigned int libraryIndex, unsigned int materialIndex) const;

	float getDrawWindTime() const
	{
		return mState.drawWindTime;
	}
	const physx::PxVec3& getWindOrigin() const
	{
		return mState.windOrigin;
	}
	const physx::PxVec3& getWindTarget() const
	{
		return mState.windTarget;
	}

	// dirty information

	void  setMaxDistancePaintingDirty(bool dirty)
	{
		mDirty.maxDistancePainting |= dirty;
	}
	bool  getAndClearMaxDistancePaintingDirty()
	{
		bool temp = mDirty.maxDistancePainting;
		mDirty.maxDistancePainting = false;
		return temp;
	}

	bool  getAndClearGroundPlaneDirty()
	{
		bool temp = mDirty.groundPlane;
		mDirty.groundPlane = false;
		return temp;
	}

	bool  getAndClearGravityDirty()
	{
		bool temp = mDirty.gravity;
		mDirty.gravity = false;
		return temp;
	}

	bool  getAndClearWorkspaceDirty()
	{
		bool temp = mDirty.workspace;
		mDirty.workspace = false;
		return temp;
	}

	void  setSimulationValueScale(float v)
	{
		mState.simulationValuesScale = v;
	}
	float getSimulationValueScale() const
	{
		return mState.simulationValuesScale;
	}

	void  setGravityValueScale(float v)
	{
		mState.gravityValueScale = v;
	}
	float getGravityValueScale() const
	{
		return mState.gravityValueScale;
	}



	// simulation objects
	size_t getNumSimulationAssets() const
	{
		return mSimulation.assets.size();
	}
	size_t getNumTriangleMeshes() const
	{
		return mSimulation.actors.size();
	}
	Samples::TriangleMesh* getTriangleMesh(size_t index)
	{
		return mSimulation.actors[index].triangleMesh;
	}
	const physx::PxMat44& getTriangleMeshPose(size_t index) const;

	size_t getNumActors() const
	{
		return mSimulation.actors.size() * mSimulation.assets.size();
	}

	size_t getNumSimulationActors() const;
	nvidia::apex::ClothingActor* getSimulationActor(size_t index);
	nvidia::apex::Renderable* getSimulationRenderable(size_t index);

	void initMeshSkinningData();
	nvidia::apex::ClothingMeshSkinningMap* getMeshSkinningMap(size_t index, uint32_t lod, uint32_t& mapSize, nvidia::apex::RenderMeshAsset*& renderMeshAsset);

	void  setActorCount(int count, bool addToCommandQueue);
	int   getActorCount() const
	{
		return mSimulation.actorCount;
	}
	float getActorScale(size_t index);

	void  setMatrices(const physx::PxMat44& viewMatrix, const physx::PxMat44& projectionMatrix);

	void  startCreateApexScene();
	bool  addAssetToScene(nvidia::apex::ClothingAsset* asset, nvidia::apex::IProgressListener* progress, unsigned int totalNumAssets = 1);
	void  handleGravity();
	void  finishCreateApexScene(bool recomputeScale);

	void  startSimulation();
	void  stopSimulation();
	void  restartSimulation();
	bool  updateCCT(float deltaT);

	void  stepsUntilPause(int steps);
	unsigned int getFrameNumber() const
	{
		return mSimulation.frameNumber;
	}
	int   getMaxLodValue() const;
	nvidia::apex::Scene* getApexScene() const
	{
		return mSimulation.apexScene;
	}
#if PX_PHYSICS_VERSION_MAJOR == 3
	physx::PxScene* getPhysXScene() const
	{
		return mSimulation.physxScene;
	}
#endif
	bool  isPaused() const
	{
		return mSimulation.paused;
	}



	// Meshes
	bool loadInputMesh(const char* filename, bool allowConversion, bool silentOnError, bool recurseIntoApx);
	bool loadAnimation(const char* filename, std::string& error);
	NvParameterized::Interface* extractRMA(NvParameterized::Handle& param);
	bool saveInputMeshToXml(const char* filename);
	bool saveInputMeshToEzm(const char* filename);
	void setInputMeshFilename(const char* filename)
	{
		mDirty.workspace |= mMeshes.inputMeshFilename.compare(filename) != 0;
		mMeshes.inputMeshFilename = filename;
	}
	const char* getInputMeshFilename() const
	{
		return mMeshes.inputMeshFilename.c_str();
	}
	void selectSubMesh(int subMeshNr, bool on);
	bool hasTangentSpaceGenerated()
	{
		return mMeshes.tangentSpaceGenerated;
	}

	bool loadCustomPhysicsMesh(const char* filename);
	const char* getCustomPhysicsMeshFilename() const
	{
		return mMeshes.customPhysicsMeshFilename.empty() ? NULL : mMeshes.customPhysicsMeshFilename.c_str();
	}
	void clearCustomPhysicsMesh();

	Samples::TriangleMesh* getInputMesh()
	{
		return mMeshes.inputMesh;
	}
	Samples::SkeletalAnim* getSkeleton()
	{
		return mMeshes.skeleton;
	}
	Samples::TriangleMesh* getCustomPhysicsMesh()
	{
		return mMeshes.customPhysicsMesh;
	}
	Samples::TriangleMesh* getGroundMesh()
	{
		PX_ASSERT(mMeshes.groundMesh);
		return mMeshes.groundMesh;
	}

	// modify mesh
	int subdivideSubmesh(int subMeshNumber);
	size_t getNumSubdivisions()
	{
		return mMeshes.subdivideHistory.size();
	}
	int getSubdivisionSubmesh(int index)
	{
		return mMeshes.subdivideHistory[(uint32_t)index].submesh;
	}
	int getSubdivisionSize(int index)
	{
		return mMeshes.subdivideHistory[(uint32_t)index].subdivision;
	}

	void renameSubMeshMaterial(size_t submesh, const char* newName);
	void generateInputTangentSpace();

	// painting
	MeshPainter* getPainter()
	{
		return mMeshes.painter;
	}
	void paint(const physx::PxVec3& rayOrigin, const physx::PxVec3& rayDirection, bool execute, bool leftButton, bool rightButton);
	void floodPainting(bool invalid);
	void smoothPainting(int numIterations);

	void updatePainter();
	void setPainterIndexBufferRange();
	void updatePaintingColors();
	bool getMaxDistancePaintValues(const float*& values, int& numValues, int& byteStride);
	float getAbsolutePaintingScalingMaxDistance();
	float getAbsolutePaintingScalingCollisionFactor();

	void initGroundMesh(const char* resourceDir);

	// modify animation
	void setAnimationPose(int position);
	void setBindPose();
	void setAnimationTime(float t);
	float getAnimationTime() const;
	bool updateAnimation();
	void skinMeshes(Samples::SkeletalAnim* anim);

	// collision volumes
	void clearCollisionVolumes();
	unsigned int generateCollisionVolumes(bool useCapsule, bool commandMode, bool dirtyOnly);
	CollisionVolume* addCollisionVolume(bool useCapsule, unsigned int boneIndex, bool createFromMesh);
	size_t getNumCollisionVolumes() const
	{
		return mMeshes.collisionVolumes.size();
	}
	CollisionVolume* getCollisionVolume(int index);
	bool deleteCollisionVolume(int index);
	void drawCollisionVolumes(bool wireframe) const;

	// Authoring objecst
	size_t getNumRenderMeshAssets()
	{
		return (uint32_t)mConfig.cloth.numGraphicalLods;
	}
	nvidia::apex::RenderMeshAssetAuthoring* getRenderMeshAsset(int index);

	nvidia::apex::ClothingPhysicalMesh* getClothMesh(int index, nvidia::apex::IProgressListener* progress);
	void simplifyClothMesh(float factor);
	int getNumClothTriangles() const;

	nvidia::apex::ClothingPhysicalMesh* getPhysicalMesh();
	nvidia::apex::ClothingAssetAuthoring* getClothingAsset(nvidia::apex::IProgressListener* progress);

	// configuration.UI
	void  setZAxisUp(bool z);
	bool  getZAxisUp() const
	{
		return mConfig.ui.zAxisUp;
	}

	void setSpotLight(bool s)
	{
		mDirty.workspace |= mConfig.ui.spotLight != s;
		mConfig.ui.spotLight = s;
	}
	bool getSpotLight() const
	{
		return mConfig.ui.spotLight;
	}

	void setSpotLightShadow(bool s)
	{
		mDirty.workspace |= mConfig.ui.spotLightShadow != s;
		mConfig.ui.spotLightShadow = s;
	}
	bool getSpotLightShadow() const
	{
		return mConfig.ui.spotLightShadow;
	}

	// configuration.mesh
	void  setSubmeshSubdiv(int value)
	{
		mDirty.workspace |= mConfig.mesh.originalMeshSubdivision != value;
		mConfig.mesh.originalMeshSubdivision = value;
	}
	int   getSubmeshSubdiv() const
	{
		return mConfig.mesh.originalMeshSubdivision;
	}

	void  setEvenOutVertexDegrees(bool on)
	{
		mDirty.workspace |= mConfig.mesh.evenOutVertexDegrees != on;
		mConfig.mesh.evenOutVertexDegrees = on;
	}
	bool  getEvenOutVertexDegrees() const
	{
		return mConfig.mesh.evenOutVertexDegrees;
	}

	void  setCullMode(nvidia::apex::RenderCullMode::Enum mode);
	nvidia::apex::RenderCullMode::Enum getCullMode() const
	{
		return (nvidia::apex::RenderCullMode::Enum)mConfig.mesh.cullMode;
	}

	void  setTextureUvOrigin(nvidia::apex::TextureUVOrigin::Enum origin);
	nvidia::apex::TextureUVOrigin::Enum getTextureUvOrigin() const
	{
		return (nvidia::apex::TextureUVOrigin::Enum)mConfig.mesh.textureUvOrigin;
	}

	// configuration.Apex
	void  setParallelCpuSkinning(bool s)
	{
		mDirty.workspace |= mConfig.apex.parallelCpuSkinning != s;
		mConfig.apex.parallelCpuSkinning = s;
		mDirty.clothingActorFlags = true;
	}
	bool  getParallelCpuSkinning() const
	{
		return mConfig.apex.parallelCpuSkinning;
	}

	void  setRecomputeNormals(bool r)
	{
		mDirty.workspace |= mConfig.apex.recomputeNormals != r;
		mConfig.apex.recomputeNormals = r;
		mDirty.clothingActorFlags = true;
	}
	bool  getRecomputeNormals() const
	{
		return mConfig.apex.recomputeNormals;
	}

	void  setRecomputeTangents(bool r)
	{
		mDirty.workspace |= mConfig.apex.recomputeTangents != r;
		mConfig.apex.recomputeTangents = r;
		mDirty.clothingActorFlags = true;
	}
	bool  getRecomputeTangents() const
	{
		return mConfig.apex.recomputeTangents;
	}

	void  setCorrectSimulationNormals(bool c)
	{
		mConfig.apex.correctSimulationNormals = c;
		mDirty.clothingActorFlags = true;
	}
	bool  getCorrectSimulationNormals() const
	{
		return mConfig.apex.correctSimulationNormals;
	}

	void  setUseMorphTargets(bool on)
	{
		mState.needsRestart |= mConfig.apex.useMorphTargetTest != on;
		mConfig.apex.useMorphTargetTest = on;
	}
	bool  getUseMorphTargets() const
	{
		return mConfig.apex.useMorphTargetTest;
	}

	void setForceEmbedded(bool on)
	{
		mDirty.workspace |= mConfig.apex.forceEmbedded != on;
		mConfig.apex.forceEmbedded = on;
		mState.needsRestart = true;
	}
	bool getForceEmbedded()
	{
		return mConfig.apex.forceEmbedded;
	}

	// configuration.tempMeshes.Cloth
	void  setClothNumGraphicalLods(int numLods)
	{
		mDirty.workspace |= mConfig.cloth.numGraphicalLods != numLods;
		mConfig.cloth.numGraphicalLods = numLods;
		setAuthoringState(AuthoringState::RenderMeshAssetCreated, false);
	}
	int   getClothNumGraphicalLods() const
	{
		return mConfig.cloth.numGraphicalLods;
	}

	void  setClothSimplifySL(int simplification)
	{
		mDirty.workspace |= mConfig.cloth.simplify != simplification;
		mConfig.cloth.simplify = simplification;
		setAuthoringState(AuthoringState::RenderMeshAssetCreated, false);
	}
	int   getClothSimplifySL() const
	{
		return mConfig.cloth.simplify;
	}

	void  setCloseCloth(bool close)
	{
		mDirty.workspace |= mConfig.cloth.close != close;
		mConfig.cloth.close = close;
		setAuthoringState(AuthoringState::RenderMeshAssetCreated, false);
	}
	bool  getCloseCloth() const
	{
		return mConfig.cloth.close;
	}

	void  setSlSubdivideCloth(bool subdivide)
	{
		mDirty.workspace |= mConfig.cloth.subdivide != subdivide;
		mConfig.cloth.subdivide = subdivide;
		setAuthoringState(AuthoringState::RenderMeshAssetCreated, false);
	}
	bool  getSlSubdivideCloth() const
	{
		return mConfig.cloth.subdivide;
	}

	void  setClothMeshSubdiv(int subdivision)
	{
		mDirty.workspace |= mConfig.cloth.subdivision != subdivision;
		mConfig.cloth.subdivision = subdivision;
		setAuthoringState(AuthoringState::RenderMeshAssetCreated, false);
	}
	int   getClothMeshSubdiv() const
	{
		return mConfig.cloth.subdivision;
	}

	// configuration.collisionVolumes
	void  setCollisionVolumeUsePaintChannel(bool on)
	{
		mDirty.workspace |= mConfig.collisionVolumes.usePaintingChannel != on;
		mConfig.collisionVolumes.usePaintingChannel = on;
	}
	bool  getCollisionVolumeUsePaintChannel() const
	{
		return mConfig.collisionVolumes.usePaintingChannel;
	}



	// configuration.painting
	void  setBrushMode(BrushMode::Enum mode)
	{
		mDirty.workspace |= mConfig.painting.brushMode != mode;
		mConfig.painting.brushMode = mode;
	}
	BrushMode::Enum getBrushMode() const
	{
		return (BrushMode::Enum)mConfig.painting.brushMode;
	}

	void  setFalloffExponent(float exp)
	{
		mDirty.workspace |= mConfig.painting.falloffExponent != exp;
		mConfig.painting.falloffExponent = exp;
		mState.needsRedraw = true;
	}
	float getFalloffExponent() const
	{
		return mConfig.painting.falloffExponent;
	}

	void  setPaintingChannel(int channel);
	int getPaintingChannel() const
	{
		return mConfig.painting.channel;
	}

	void  setPaintingValue(float val, float vmin, float vmax);
	float getPaintingValue() const
	{
		return mConfig.painting.value;
	}
	float getPaintingValueMin() const
	{
		return mConfig.painting.valueMin;
	}
	float getPaintingValueMax() const
	{
		return mConfig.painting.valueMax;
	}

	void setPaintingValueFlag(unsigned int flags);
	unsigned int getPaintingValueFlag() const
	{
		return (uint32_t)mConfig.painting.valueFlag;
	}

	void  setBrushRadius(int radius)
	{
		mDirty.workspace |= mConfig.painting.brushRadius != radius;
		mConfig.painting.brushRadius = radius;
	}
	int   getBrushRadius() const
	{
		return mConfig.painting.brushRadius;
	}

	void  setPaintingScalingMaxDistance(float scaling)
	{
		mDirty.workspace |= mConfig.painting.scalingMaxdistance != scaling;
		mConfig.painting.scalingMaxdistance = scaling;
		mDirty.maxDistancePainting = true;
		mDirty.clothingActorFlags = true;
		setAuthoringState(AuthoringState::PaintingChanged, false);
	}
	float getPaintingScalingMaxDistance() const
	{
		return mConfig.painting.scalingMaxdistance;
	}

	void  setPaintingScalingCollisionFactor(float scaling)
	{
		mDirty.workspace |= mConfig.painting.scalingCollisionFactor != scaling;
		mConfig.painting.scalingCollisionFactor = scaling;
		mDirty.clothingActorFlags = true;
		setAuthoringState(AuthoringState::PaintingChanged, false);
	}
	float getPaintingScalingCollisionFactor() const
	{
		return mConfig.painting.scalingCollisionFactor;
	}

	void  setMaxDistanceScale(float scale)
	{
		mDirty.maxDistanceScale |= mConfig.painting.maxDistanceScale != scale;
		mConfig.painting.maxDistanceScale = scale;
	}
	float getMaxDistanceScale() const
	{
		return mConfig.painting.maxDistanceScale;
	}

	void  setMaxDistanceScaleMultipliable(bool multipliable)
	{
		mDirty.maxDistanceScale |= mConfig.painting.maxDistanceScaleMultipliable != multipliable;
		mConfig.painting.maxDistanceScaleMultipliable = multipliable;
	}
	bool  getMaxDistanceScaleMultipliable() const
	{
		return mConfig.painting.maxDistanceScaleMultipliable;
	}

	// configuration.setMeshes
	void  setDeriveNormalsFromBones(bool on)
	{
		mDirty.workspace |= mConfig.setMeshes.deriveNormalsFromBones != on;
		mConfig.setMeshes.deriveNormalsFromBones = on;
	}
	bool  getDeriveNormalsFromBones() const
	{
		return mConfig.setMeshes.deriveNormalsFromBones;
	}

	// configuration.simulation
	void  setSimulationFrequency(int freq)
	{
		mDirty.workspace |= mConfig.simulation.frequency != (float)freq;
		mConfig.simulation.frequency = (float)freq;
	}
	int   getSimulationFrequency() const
	{
		return (int)mConfig.simulation.frequency;
	}

	void  setGravity(int gravity)
	{
		mDirty.workspace |= mConfig.simulation.gravity != gravity;
		mConfig.simulation.gravity = gravity;
		mDirty.gravity = true;
	}
	int   getGravity() const
	{
		return mConfig.simulation.gravity;
	}

	void  setGroundplane(int v)
	{
		mDirty.workspace |= mConfig.simulation.groundplane != v;
		mConfig.simulation.groundplane = v;
		mDirty.groundPlane = true;
	}
	int   getGroundplane() const
	{
		return mConfig.simulation.groundplane;
	}

	void  setGroundplaneEnabled(bool on)
	{
		mDirty.workspace |= mConfig.simulation.groundplaneEnabled != on;
		mConfig.simulation.groundplaneEnabled = on;
		mDirty.groundPlane = true;
	}
	bool  getGroundplaneEnabled() const
	{
		return mConfig.simulation.groundplaneEnabled;
	}

	void  setBudgetPercent(int p)
	{
		p = physx::PxClamp(p, 0, 100);
		mConfig.simulation.budgetPercent = p;
	}
	int   getBudgetPercent() const
	{
		return mConfig.simulation.budgetPercent;
	}

	void  setInterCollisionDistance(float distance)
	{
		mDirty.workspace |= mConfig.simulation.interCollisionDistance != distance;
		mConfig.simulation.interCollisionDistance = distance;
	}
	float getInterCollisionDistance() const
	{
		return mConfig.simulation.interCollisionDistance;
	}

	void  setInterCollisionStiffness(float stiffness)
	{
		mDirty.workspace |= mConfig.simulation.interCollisionStiffness != stiffness;
		mConfig.simulation.interCollisionStiffness = stiffness;
	}
	float getInterCollisionStiffness() const
	{
		return mConfig.simulation.interCollisionStiffness;
	}

	void  setInterCollisionIterations(int iterations)
	{
		mDirty.workspace |= mConfig.simulation.interCollisionIterations != iterations;
		mConfig.simulation.interCollisionIterations = iterations;
	}
	int getInterCollisionIterations() const
	{
		return mConfig.simulation.interCollisionIterations;
	}

	void  setBlendTime(float time)
	{
		mDirty.workspace |= mConfig.simulation.blendTime != time;
		mConfig.simulation.blendTime = time;
		mDirty.blendTime = true;
	}
	float getBlendTime() const
	{
		return mConfig.simulation.blendTime;
	}

	void  setPressure(float p)
	{
		mDirty.workspace |= mConfig.simulation.pressure != p;
		mConfig.simulation.pressure = p;
		mDirty.pressure = true;
	}
	float getPressure() const
	{
		return mConfig.simulation.pressure;
	}

	void  setLodOverwrite(int lod)
	{
		mDirty.workspace |= mConfig.simulation.lodOverwrite != lod;
		mConfig.simulation.lodOverwrite = lod;
	}
	int   getLodOverwrite() const
	{
		return mConfig.simulation.lodOverwrite;
	}

	void  setWindDirection(int w)
	{
		mDirty.workspace |= mConfig.simulation.windDirection != w;
		mConfig.simulation.windDirection = w;
		mState.drawWindTime = 3.0f;
	}
	int   getWindDirection() const
	{
		return mConfig.simulation.windDirection;
	}

	void  setWindElevation(int w)
	{
		mDirty.workspace |= mConfig.simulation.windElevation != w;
		mConfig.simulation.windElevation = w;
		mState.drawWindTime = 3.0f;
	}
	int   getWindElevation() const
	{
		return mConfig.simulation.windElevation;
	}

	void  setWindVelocity(int w)
	{
		mDirty.workspace |= mConfig.simulation.windVelocity != w;
		mConfig.simulation.windVelocity = w;
		mState.drawWindTime = 3.0f;
	}
	int   getWindVelocity() const
	{
		return mConfig.simulation.windVelocity;
	}

	void  setGpuSimulation(bool gpuSimulation)
	{
		mDirty.workspace |= mConfig.simulation.gpuSimulation != gpuSimulation;
		mConfig.simulation.gpuSimulation = gpuSimulation;
		mState.needsRestart = true;
	}
	bool  getGpuSimulation() const
	{
		return mConfig.simulation.gpuSimulation;
	}

	void  setMeshSkinningInApp(bool meshSkinningInApp)
	{
		mConfig.simulation.meshSkinningInApp = meshSkinningInApp;
		mState.needsRestart = true;
	}
	bool  getMeshSkinningInApp() const
	{
		return mConfig.simulation.meshSkinningInApp;
	}

	void  setFallbackSkinning(bool fallbackSkinning)
	{
		mDirty.workspace |= mConfig.simulation.fallbackSkinning != fallbackSkinning;
		mConfig.simulation.fallbackSkinning = fallbackSkinning;
		mState.needsRestart = true;
	}
	bool  getFallbackSkinning() const
	{
		return mConfig.simulation.fallbackSkinning;
	}

	void  setCCTSpeed(float speed)
	{
		mConfig.simulation.CCTSpeed = speed;
	}
	float getCCTSpeed() const
	{
		return mConfig.simulation.CCTSpeed;
	}

	void  setTimingNoise(float noise)
	{
		mConfig.simulation.timingNoise = noise;
	}
	float getTimingNoise() const
	{
		return mConfig.simulation.timingNoise;
	}

	void  setScaleFactor(float factor)
	{
		mDirty.workspace |= mConfig.simulation.scaleFactor != factor;
		mState.needsRestart |= mConfig.simulation.scaleFactor != factor;
		mConfig.simulation.scaleFactor = factor;
	}
	float getScaleFactor() const
	{
		return mConfig.simulation.scaleFactor;
	}

	void  setPvdDebug(bool on)
	{
		mDirty.workspace |= mConfig.simulation.pvdDebug != on;
		mState.needsReconnect |= mConfig.simulation.pvdProfile != on;
		mConfig.simulation.pvdDebug = on;
	}
	bool  getPvdDebug() const
	{
		return mConfig.simulation.pvdDebug;
	}

	void  setPvdProfile(bool on)
	{
		mDirty.workspace |= mConfig.simulation.pvdProfile != on;
		mState.needsReconnect |= mConfig.simulation.pvdProfile != on;
		mConfig.simulation.pvdProfile = on;
	}
	bool  getPvdProfile() const
	{
		return mConfig.simulation.pvdProfile;
	}

	void  setPvdMemory(bool on)
	{
		mDirty.workspace |= mConfig.simulation.pvdMemory != on;
		mState.needsReconnect |= mConfig.simulation.pvdMemory != on;
		mConfig.simulation.pvdMemory = on;
	}
	bool  getPvdMemory() const
	{
		return mConfig.simulation.pvdMemory;
	}

	void  setCCTDirection(const physx::PxVec3& direction)
	{
		mSimulation.CCTDirection = direction;
	}

	void  setCCTRotation(const physx::PxVec3 rotation)
	{
		mSimulation.CCTRotationDelta = rotation;
	}

	void  setGraphicalLod(int lod)
	{
		mDirty.workspace |= mConfig.simulation.graphicalLod != lod;
		mConfig.simulation.graphicalLod = lod;
	}
	int   getGraphicalLod() const
	{
		return mConfig.simulation.graphicalLod;
	}

	void  setUsePreview(bool on)
	{
		mState.needsRestart |= mSimulation.actors.size() > 0;
		mConfig.simulation.usePreview = on;
	}
	bool  getUsePreview() const
	{
		return mConfig.simulation.usePreview;
	}

	void  setLocalSpaceSim(bool on)
	{
		mDirty.workspace |= mConfig.simulation.localSpaceSim != on;
		mState.needsRestart |= mConfig.simulation.localSpaceSim != on;
		mConfig.simulation.localSpaceSim = on;
	}
	bool getLocalSpaceSim() const
	{
		return mConfig.simulation.localSpaceSim;
	}



	// configuration.animation
	void  setShowSkinnedPose(bool on)
	{
		mConfig.animation.showSkinnedPose = on;
	}
	bool  getShowSkinnedPose()
	{
		return mConfig.animation.showSkinnedPose;
	}

	void  setAnimation(int animation);
	int   getAnimation() const
	{
		return mConfig.animation.selectedAnimation;
	}

	void  setAnimationSpeed(int s)
	{
		mDirty.workspace |= mConfig.animation.speed != s;
		mConfig.animation.speed = s;
	}
	int   getAnimationSpeed() const
	{
		return mConfig.animation.speed;
	}

	void  setAnimationTimes(float val)
	{
		mConfig.animation.time = val;
	}
	float getAnimationTimes() const
	{
		return mConfig.animation.time;
	}
	void  stepAnimationTimes(float animStep);
	bool  clampAnimation(float& time, bool stoppable, bool loop, float minTime, float maxTime);

	void  setLoopAnimation(bool on)
	{
		mDirty.workspace |= mConfig.animation.loop != on;
		mConfig.animation.loop = on;
	}
	bool  getLoopAnimation() const
	{
		return mConfig.animation.loop;
	}

	void  setLockRootbone(bool on)
	{
		mDirty.workspace |= mConfig.animation.lockRootbone != on;
		mConfig.animation.lockRootbone = on;
		mState.manualAnimation = true;
	}
	bool  getLockRootbone() const
	{
		return mConfig.animation.lockRootbone;
	}

	void  setAnimationContinuous(bool on)
	{
		mDirty.workspace |= mConfig.animation.continuous != on;
		mConfig.animation.continuous = on;
	}
	bool  getAnimationContinuous() const
	{
		return mConfig.animation.continuous;
	}

	void  setUseGlobalPoseMatrices(bool on)
	{
		mDirty.workspace |= mConfig.animation.useGlobalPoseMatrices != on;
		mState.needsRestart = mConfig.animation.useGlobalPoseMatrices != on;
		mConfig.animation.useGlobalPoseMatrices = on;
	}
	bool  getUseGlobalPoseMatrices() const
	{
		return mConfig.animation.useGlobalPoseMatrices;
	}

	void  setApplyGlobalPoseInApp(bool on)
	{
		mDirty.workspace |= mConfig.animation.applyGlobalPoseInApp != on;
		mState.needsRestart = mConfig.animation.applyGlobalPoseInApp != on;
		mConfig.animation.applyGlobalPoseInApp = on;
	}
	bool  getApplyGlobalPoseInApp() const
	{
		return mConfig.animation.applyGlobalPoseInApp;
	}

	void  setAnimationCrop(float min, float max);




	// configuration.deformable
	void  setDeformableThickness(float value)
	{
		mDirty.workspace |= mConfig.deformable.thickness != value;
		mConfig.deformable.thickness = value;
		mConfig.deformable.drawThickness = true;
	}
	float getDeformableThickness() const
	{
		return mConfig.deformable.thickness;
	}

	void  setDrawDeformableThickness(bool on)
	{
		mConfig.deformable.drawThickness = on;
	}
	bool  getDrawDeformableThickness() const
	{
		return mConfig.deformable.drawThickness;
	}

	void setDeformableVirtualParticleDensity(float val)
	{
		mDirty.workspace |= mConfig.deformable.virtualParticleDensity != val;
		mConfig.deformable.virtualParticleDensity = val;
	}

	float getDeformableVirtualParticleDensity() const
	{
		return mConfig.deformable.virtualParticleDensity;
	}

	void  setDeformableHierarchicalLevels(int value)
	{
		mDirty.workspace |= mConfig.deformable.hierarchicalLevels != value;
		mConfig.deformable.hierarchicalLevels = value;
	}
	int   getDeformableHierarchicalLevels() const
	{
		return mConfig.deformable.hierarchicalLevels;
	}

	void  setDeformableDisableCCD(bool on)
	{
		mDirty.workspace |= mConfig.deformable.disableCCD != on;
		mConfig.deformable.disableCCD = on;
	}
	bool  getDeformableDisableCCD() const
	{
		return mConfig.deformable.disableCCD;
	}

	void  setDeformableTwowayInteraction(bool on)
	{
		mDirty.workspace |= mConfig.deformable.twowayInteraction != on;
		mConfig.deformable.twowayInteraction = on;
	}
	bool  getDeformableTwowayInteraction() const
	{
		return mConfig.deformable.twowayInteraction;
	}

	void  setDeformableUntangling(bool on)
	{
		mDirty.workspace |= mConfig.deformable.untangling != on;
		mConfig.deformable.untangling = on;
	}
	bool  getDeformableUntangling() const
	{
		return mConfig.deformable.untangling;
	}

	void  setDeformableRestLengthScale(float scale)
	{
		mDirty.workspace |= mConfig.deformable.restLengthScale != scale;
		mConfig.deformable.restLengthScale = scale;
	}
	float getDeformableRestLengthScale() const
	{
		return mConfig.deformable.restLengthScale;
	}


	// init configuration
	void resetTempConfiguration();
	void initConfiguration();
	void prepareConfiguration();


	size_t getNumCommands() const
	{
		return mRecordCommands.size();
	}
	int getCommandFrameNumber(size_t index) const
	{
		return mRecordCommands[index].frameNumber;
	}
	const char* getCommandString(size_t index) const
	{
		return mRecordCommands[index].command.c_str();
	}
	void addCommand(const char* command, int frameNumber = -2);
	void clearCommands();

	// file IO
	bool loadParameterized(const char* filename, physx::PxFileBuf* filebuffer, NvParameterized::Serializer::DeserializedData& deserializedData, bool silent = false);
	bool saveParameterized(const char* filename, physx::PxFileBuf* filebuffer, const NvParameterized::Interface** pInterfaces, unsigned int numInterfaces);

	void clearLoadedActorDescs();

protected:
	std::vector<NvParameterized::Interface*> mLoadedActorDescs;
	std::vector<float> mMaxTimesteps;
	std::vector<int> mMaxIterations;
	std::vector<int> mTimestepMethods;
	std::vector<float> mDts;
	std::vector<physx::PxVec3> mGravities;
	unsigned int mCurrentActorDesc;

private:
	NvParameterized::Serializer::SerializeType extensionToType(const char* filename) const;
	bool parameterizedError(NvParameterized::Serializer::ErrorType errorType, const char* filename);

	void setAuthoringState(AuthoringState::Enum authoringState, bool allowAdvance);

	// internal methods
	HACD::AutoGeometry* createAutoGeometry();
	void addCollisionVolumeInternal(HACD::SimpleHull* hull, bool useCapsule);

	void createRenderMeshAssets();
	void createCustomMesh();
	void createClothMeshes(nvidia::apex::IProgressListener* progress);
	void createClothingAsset(nvidia::apex::IProgressListener* progress);

	void updateDeformableParameters();

	struct CurrentState
	{
		bool  needsRedraw;
		bool  needsRestart;
		bool  needsReconnect;
		bool  manualAnimation;
		AuthoringState::Enum authoringState;
		float simulationValuesScale;
		float gravityValueScale;

		typedef std::map<std::string, NvParameterized::Interface*> tMaterialLibraries;
		tMaterialLibraries materialLibraries;

		std::string selectedMaterialLibrary;
		std::string selectedMaterial;

		physx::PxVec3 windOrigin;
		physx::PxVec3 windTarget;
		float drawWindTime;

		physx::PxBounds3 apexBounds;

		int currentFrameNumber;

		void init()
		{
			needsRedraw = false;
			needsRestart = false;
			needsReconnect = false;
			manualAnimation = false;
			authoringState = AuthoringState::None;
			simulationValuesScale = 1.0f;
			gravityValueScale = 0.0f;

			for (tMaterialLibraries::iterator it = materialLibraries.begin(); it != materialLibraries.end(); ++it)
			{
				it->second->destroy();
			}

			materialLibraries.clear();

			selectedMaterialLibrary.clear();
			selectedMaterial.clear();

			windOrigin = physx::PxVec3(0.0f);
			windTarget = physx::PxVec3(0.0f);
			drawWindTime = 0;

			apexBounds.setEmpty();

			currentFrameNumber = -1;
		}
	};
	CurrentState mState;



	struct DirtyFlags
	{
		bool maxDistancePainting;
		bool maxDistanceScale;
		bool clothingActorFlags;
		bool groundPlane;
		bool gravity;
		bool blendTime;
		bool pressure;
		bool workspace;

		void init()
		{
			maxDistancePainting = false;
			maxDistanceScale = false;
			clothingActorFlags = false;
			groundPlane = false;
			gravity = false;
			blendTime = false;
			pressure = false;
			workspace = false;
		}
	};
	DirtyFlags mDirty;



	struct Simulation
	{
		struct ClothingActor
		{
			ClothingActor() : scale(1.0f), triangleMesh(NULL)
			{
				initPose = physx::PxMat44(physx::PxIdentity);
				currentPose = physx::PxMat44(physx::PxIdentity);
			}
			physx::PxMat44 initPose;
			physx::PxMat44 currentPose;
			float scale;
			Samples::TriangleMesh* triangleMesh;
			std::vector<nvidia::apex::ClothingActor*> actors;
			std::vector<nvidia::apex::ClothingPreview*> previews;
			std::vector<nvidia::apex::ClothingPlane*> actorGroundPlanes;
		};

		physx::PxCpuDispatcher* cpuDispatcher;
		nvidia::apex::Scene* apexScene;
		nvidia::apex::AssetPreviewScene* previewScene;
		physx::PxCudaContextManager* cudaContextManager;

		physx::PxScene* physxScene;
		physx::PxMaterial* physxMaterial;

		bool running;

		struct ClothingAsset
		{
			ClothingAsset(nvidia::apex::ClothingAsset* _apexAsset) : apexAsset(_apexAsset) {}
			void releaseRenderMeshAssets();

			nvidia::apex::ClothingAsset* apexAsset;
			std::vector<short> remapToSkeleton;
			std::vector<std::vector<nvidia::apex::ClothingMeshSkinningMap> > meshSkinningMaps;
			std::vector<nvidia::apex::RenderMeshAsset*> renderMeshAssets;
		};

		std::vector<ClothingAsset> assets;
		bool clearAssets;
		int actorCount;
		std::vector<ClothingActor> actors;
		bool paused;

		physx::PxRigidStatic* groundPlane;

		unsigned int stepsUntilPause;
		unsigned int frameNumber;

		physx::PxMat44 CCTPose;
		physx::PxVec3 CCTDirection;
		physx::PxVec3 CCTRotationDelta;


		void init()
		{
			cpuDispatcher = NULL;
			apexScene = NULL;
			cudaContextManager = NULL;
			physxScene = NULL;
			physxMaterial = NULL;
			groundPlane = NULL;
			running = false;
			clearAssets = true;
			actorCount = 1;
			paused = false;
			stepsUntilPause = 0;
			frameNumber = 0;

			CCTPose = physx::PxMat44(physx::PxIdentity);
			CCTDirection = physx::PxVec3(0.0f);
			CCTRotationDelta = physx::PxVec3(0.0f);
		}

		void clear();
	};
	Simulation mSimulation;



	struct Meshes
	{
		Samples::TriangleMesh*	inputMesh;
		std::string				inputMeshFilename;
		MeshPainter*			painter;

		Samples::TriangleMesh*	customPhysicsMesh;
		std::string				customPhysicsMeshFilename;

		Samples::TriangleMesh*	groundMesh;

		Samples::SkeletalAnim*	skeleton;
		Samples::SkeletalAnim*	skeletonBehind;
		std::vector<int>		skeletonRemap;

		std::vector<CollisionVolume> collisionVolumes;

		bool					tangentSpaceGenerated;

		struct SubdivideHistoryItem
		{
			int submesh;
			int subdivision;
		};
		std::vector<SubdivideHistoryItem> subdivideHistory;


		struct SubmeshMaterialRename
		{
			int submesh;
			std::string newName;
		};

		void init()
		{
			inputMesh			= NULL;
			//inputMeshFilename.clear();
			painter				= NULL;

			customPhysicsMesh	= NULL;
			customPhysicsMeshFilename.clear();
			groundMesh			= NULL;

			skeleton			= NULL;
			skeletonBehind		= NULL;
			skeletonRemap.clear();

			collisionVolumes.clear();
			subdivideHistory.clear();
			tangentSpaceGenerated = false;
		}

		void clear(nvidia::apex::UserRenderResourceManager* rrm, nvidia::apex::ResourceCallback* rcb, bool groundAsWell);
	};
	Meshes mMeshes;



	struct AuthoringObjects
	{
		std::vector<nvidia::apex::RenderMeshAssetAuthoring*> renderMeshAssets;
		std::vector<nvidia::apex::ClothingPhysicalMesh*> physicalMeshes;
		nvidia::apex::ClothingAssetAuthoring* clothingAssetAuthoring;

		void init()
		{
			renderMeshAssets.clear();
			physicalMeshes.clear();
			clothingAssetAuthoring = NULL;
		}

		void clear();
	};
	AuthoringObjects mAuthoringObjects;

	// configuration
	std::map<std::string, float*> mFloatConfiguration;
	std::map<std::string, float*> mFloatConfigurationOld;
	std::map<std::string, int*> mIntConfiguration;
	std::map<std::string, int*> mIntConfigurationOld;
	std::map<std::string, bool*> mBoolConfiguration;
	std::map<std::string, bool*> mBoolConfigurationOld;

	struct configUI
	{
		bool zAxisUp;
		bool spotLight;
		bool spotLightShadow;

		void init()
		{
			zAxisUp = false;
			spotLight = false;
			spotLightShadow = true;
		}
	};

	struct configMesh
	{
		int		originalMeshSubdivision;
		bool	evenOutVertexDegrees;
		int		cullMode;
		int		textureUvOrigin;
		int     physicalMeshType;

		void init()
		{
			originalMeshSubdivision = 10;
			evenOutVertexDegrees = false;
			cullMode = nvidia::apex::RenderCullMode::NONE;
			textureUvOrigin = nvidia::apex::TextureUVOrigin::ORIGIN_TOP_LEFT;
			physicalMeshType = 0;
		}
	};

	struct configApex
	{
		bool	parallelCpuSkinning;
		bool	recomputeNormals;
		bool	recomputeTangents;
		bool	correctSimulationNormals;
		bool	useMorphTargetTest;
		bool	forceEmbedded;

		void init()
		{
			parallelCpuSkinning = true;
			recomputeNormals = false;
			recomputeTangents = false;
			correctSimulationNormals = true;
			useMorphTargetTest = false;
			forceEmbedded = false;
		}
	};

	struct configCloth
	{
		int		numGraphicalLods;
		int		simplify;
		bool	close;
		bool	subdivide;
		int		subdivision;

		void init()
		{
			numGraphicalLods = 1;
			simplify = 40;
			close = false;
			subdivide = false;
			subdivision = 40;
		}
	};

	struct configCollisionVolumes
	{
		bool	usePaintingChannel;

		void init()
		{
			usePaintingChannel = false;
		}
	};

	struct configPainting
	{
		int		brushMode;
		float	falloffExponent;
		int		channel;
		float	value;
		float	valueMin;
		float	valueMax;
		int		valueFlag;
		int		brushRadius;
		float	scalingMaxdistance;
		float	scalingCollisionFactor;
		float	maxDistanceScale;
		bool	maxDistanceScaleMultipliable;

		void init()
		{
			brushMode = BrushMode::PaintFlat;
			falloffExponent = 1.0f;
			channel = 4; // NUM_CHANNELS
			value = 1.0f;
			valueMin = 0.0f;
			valueMax = 1.0f;
			valueFlag = 1;
			brushRadius = 50;
			scalingMaxdistance = 1.0f;
			scalingCollisionFactor = 1.0f;
			maxDistanceScale = 1.0f;
			maxDistanceScaleMultipliable = true;
		}
	};

	struct configSetMeshes
	{
		bool	deriveNormalsFromBones;

		void init()
		{
			deriveNormalsFromBones = false;
		}
	};

	struct configSimulation
	{
		float	frequency;
		int		gravity;
		int		groundplane;
		bool	groundplaneEnabled;
		int		budgetPercent;
		float	interCollisionDistance;
		float	interCollisionStiffness;
		int		interCollisionIterations;
		float	blendTime;
		float	pressure;
		int		lodOverwrite;
		int		windDirection;
		int		windElevation;
		int		windVelocity;
		bool	gpuSimulation;
		bool	meshSkinningInApp;
		bool	fallbackSkinning;
		float	CCTSpeed;
		int		graphicalLod;
		bool	usePreview;
		float	timingNoise;
		float	scaleFactor;
		bool	localSpaceSim;

		bool	pvdDebug;
		bool	pvdProfile;
		bool	pvdMemory;

		void init()
		{
			frequency = 50.0f;
			gravity = 10;
			groundplane = 0;
			groundplaneEnabled = true;
			budgetPercent = 100;
			interCollisionDistance = 0.1f;
			interCollisionStiffness = 1.0f;
			interCollisionIterations = 1;
			blendTime = 1.0f;
			pressure = -1.0f;
			lodOverwrite = -1;
			windDirection = 0;
			windElevation = 0;
			windVelocity = -1;
			gpuSimulation = true;
			meshSkinningInApp = false;
			fallbackSkinning = false;
			CCTSpeed = 0.0f;
			graphicalLod = 0;
			usePreview = false;
			timingNoise = 0.0f;
			scaleFactor = 1.0f;
			localSpaceSim = true;

			pvdDebug = true;
			pvdProfile = true;
			pvdMemory = false;
		}
	};

	struct configAnimation
	{
		bool	showSkinnedPose; // can overwrite mAnimatio>0 for the non-simulating part
		int		selectedAnimation; // 0 and negative mean no animation (use negative to switch off and remember which one)
		int		speed;
		float	time;
		bool	loop;
		bool	lockRootbone;
		bool	continuous;
		bool	useGlobalPoseMatrices;
		bool	applyGlobalPoseInApp;

		float   cropMin;
		float   cropMax;

		void init()
		{
			showSkinnedPose = false;
			selectedAnimation = -1;
			speed = 100;
			time = 0.0f;
			loop = true;
			lockRootbone = false;
			continuous = false;
			useGlobalPoseMatrices = true;
			applyGlobalPoseInApp = false;

			cropMin = 0.0f;
			cropMax = 1000000.0f;
		}
	};

	struct configDeformable
	{
		float	thickness;
		bool	drawThickness;
		float	virtualParticleDensity;
		int		hierarchicalLevels;
		bool	disableCCD;
		bool	twowayInteraction;
		bool	untangling;
		float	restLengthScale;

		void init()
		{
			thickness = 0.01f;
			drawThickness = false;
			virtualParticleDensity = 0.0f;
			hierarchicalLevels = 0;
			disableCCD = false;
			twowayInteraction = false;
			untangling = false;
			restLengthScale = 1.0f;
		}
	};

	struct Configuration
	{
		configUI ui;
		configMesh mesh;
		configApex apex;
		configCloth cloth;
		configCollisionVolumes collisionVolumes;
		configPainting painting;
		configSetMeshes setMeshes;
		configSimulation simulation;
		configAnimation animation;
		configDeformable deformable;

		void init()
		{
			ui.init();
			mesh.init();
			apex.init();
			cloth.init();
			collisionVolumes.init();
			painting.init();
			setMeshes.init();
			simulation.init();
			animation.init();
			deformable.init();
		}
	};

	Configuration mConfig;

	struct Command
	{
		int frameNumber;
		std::string command;
	};

	std::vector<Command> mRecordCommands;


protected:

	// APEX
	nvidia::apex::ApexSDK*			_mApexSDK;
	nvidia::apex::ModuleClothing*		_mModuleClothing;

	nvidia::apex::RenderDebugInterface*	_mApexRenderDebug;

	nvidia::apex::ResourceCallback*	_mResourceCallback;

	nvidia::apex::UserRenderResourceManager* _mRenderResourceManager;
	Samples::MaterialList* _mMaterialList;

	nvidia::PxPvd* mPvd;

	// Callback
	ErrorCallback* _mErrorCallback;

	std::vector<NotificationCallback*> _mNotifyCallbacks;

};

} // namespace SharedTools

#endif //PX_WINDOWS_FAMILY

#endif //CLOTHING_AUTHORING_H