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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) 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 RENDER_CLOTH_ACTOR_H
#define RENDER_CLOTH_ACTOR_H
#include "RenderBaseActor.h"
#include "RenderPhysX3Debug.h"
#include "SampleAllocator.h"
#include "SampleArray.h"
#include "cloth/PxCloth.h"
#include "extensions/PxClothMeshDesc.h"
#include "RenderMaterial.h"
namespace SampleRenderer
{
class Renderer;
class RendererClothShape;
}
class RenderCapsuleActor;
class RenderSphereActor;
class RenderMeshActor;
class RenderClothActor : public RenderBaseActor
{
public:
RenderClothActor( SampleRenderer::Renderer& renderer, const PxCloth& cloth, const PxClothMeshDesc &desc, const PxVec2* uvs = NULL, PxReal capsuleScale = 1.0f);
virtual ~RenderClothActor();
virtual void update(float deltaTime);
virtual void render(SampleRenderer::Renderer& renderer, RenderMaterial* material, bool wireFrame);
void setConvexMaterial(RenderMaterial* material);
virtual SampleRenderer::RendererClothShape* getRenderClothShape() const { return mClothRenderShape; }
virtual const PxCloth* getCloth() const { return &mCloth; }
private:
void updateRenderShape();
private:
RenderClothActor& operator=(const RenderClothActor&);
void freeCollisionRenderSpheres();
void freeCollisionRenderCapsules();
SampleRenderer::Renderer& mRenderer;
const PxCloth& mCloth;
// copied mesh structure
PxU32 mNumFaces;
PxU16* mFaces;
// collision data used for debug rendering
PxClothCollisionSphere* mSpheres;
PxU32* mCapsules;
PxClothCollisionPlane* mPlanes;
PxU32* mConvexes;
PxClothCollisionTriangle* mTriangles;
PxU32 mNumSpheres, mNumCapsules, mNumPlanes, mNumConvexes, mNumTriangles;
// texture uv (used only for render)
PxReal* mUV;
PxVec3 mRendererColor;
PxReal mCapsuleScale;
SampleRenderer::RendererClothShape* mClothRenderShape;
RenderMaterial* mConvexMaterial;
// collision shapes render actors
shdfnd::Array<RenderSphereActor*> mSphereActors;
shdfnd::Array<RenderCapsuleActor*> mCapsuleActors;
RenderMeshActor* mMeshActor;
shdfnd::Array<PxU16> mMeshIndices;
RenderMeshActor* mConvexActor;
shdfnd::Array<PxVec3> mConvexVertices;
shdfnd::Array<PxU16> mConvexIndices;
shdfnd::Array<PxVec3> mClothVertices;
shdfnd::Array<PxVec3> mClothNormals;
};
#endif
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