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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 WRAP_CLOTH_H
#define WRAP_CLOTH_H
//----------------------------------------------------------------------------//
#include "PxPhysicsAPI.h"
#include "TestArray.h"
#include "TestMotionGenerator.h"
#include "cloth/PxCloth.h"
#include "PhysXSample.h"
//----------------------------------------------------------------------------//
namespace physx
{
class PxClothMeshDesc;
class PxClothFabric;
}
namespace Test
{
// wrapper for collision data for cloth
class ClothCollision
{
public:
friend class ::RenderClothActor;
ClothCollision();
// Test::ClothCollision
virtual PxU32 addSphere(const PxVec3& position, PxReal radius);
virtual PxU32 addCapsuleIndex(PxU32 i0, PxU32 i1);
virtual PxU32 addCapsule(const PxVec3& position1, PxReal radius1, const PxVec3& position2, PxReal radius2);
virtual PxU32 getNbSpheres() const;
virtual PxU32 getNbCapsules() const;
virtual PxBounds3 getWorldBounds() const;
virtual const PxClothCollisionSphere* getSpheres() const;
virtual const PxU32* getCapsules() const;
virtual void setClothPose(const PxTransform &clothPose);
virtual void setCapsuleMotion(PxU32 id, const PxVec3 &linear, const PxVec3 &angular);
virtual void setSphereMotion(PxU32 id, const PxVec3 &linear);
virtual void updateMotion(PxReal time, PxReal timestep);
virtual void release();
virtual ~ClothCollision();
protected:
// convert sphere positions to local pose of cloth
void applyLocalTransform();
protected:
PxTransform mClothPose;
Test::Array<PxVec3> mOrigPositions;
Test::Array<PxVec3> mWorldPositions;
Test::Array<PxClothCollisionSphere> mSpheres;
Test::Array<MotionGenerator> mSphereMotion;
Test::Array<MotionGenerator> mCapsuleMotion;
Test::Array<PxU32> mCapsuleIndices;
};
}
//----------------------------------------------------------------------------//
#endif // WRAP_CLOTH_H
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