aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Samples/SampleBase/TestClothHelpers.h
blob: b1963cd79a1a5fd2a4b0e8e54f570205185e8bbb (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
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// 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 TEST_CLOTH_HELPERS_H
#define TEST_CLOTH_HELPERS_H

#include "PxShape.h"
#include "PsArray.h"
#include "cloth/PxCloth.h"
#include "cloth/PxClothTypes.h"
#include "cloth/PxClothCollisionData.h"
#include "extensions/PxClothMeshDesc.h"
#include "cooking/PxCooking.h"
#include "foundation/PxVec2.h"
#include "foundation/PxVec4.h"
#include "Test.h"


template<typename T> class SampleArray;

namespace Test
{
	/// simple utility functions for PxCloth
	class ClothHelpers
	{
	public:

		// border flags
		enum BorderFlags
		{
			NONE = 0,
			BORDER_LEFT		= (1 << 0),
			BORDER_RIGHT	= (1 << 1),
			BORDER_BOTTOM	= (1 << 2),
			BORDER_TOP		= (1 << 3),
			BORDER_NEAR		= (1 << 4),
			BORDER_FAR		= (1 << 5)
		};
        typedef PxFlags<BorderFlags, PxU16> PxBorderFlags;
		// attach cloth border 
		static bool attachBorder(PxClothParticle* particles, PxU32 numParticles, PxBorderFlags borderFlag);
		static bool attachBorder(PxCloth& cloth, PxBorderFlags borderFlag);

		// constrain cloth particles that overlap the given shape
		static bool attachClothOverlapToShape(PxCloth& cloth, PxShape& shape, PxReal radius = 0.1f);

		// create cloth mesh descriptor for a grid mesh defined along two (u,v) axis.
		static PxClothMeshDesc createMeshGrid(PxVec3 dirU, PxVec3 dirV, PxU32 numU, PxU32 numV,
			SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);

		// create cloth mesh from obj file
		static PxClothMeshDesc createMeshFromObj(const char* filename, PxReal scale, PxQuat rot, PxVec3 offset, 
			SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);

		// create capsule data in local space of pose
		static bool createCollisionCapsule(const PxTransform &pose, const PxVec3 &center0, PxReal r0, const PxVec3 &center1, PxReal r1, 
			SampleArray<PxClothCollisionSphere> &spheres, SampleArray<PxU32> &indexPairs);

		// create virtual particle samples
		static bool createVirtualParticles(PxCloth& cloth, PxClothMeshDesc& meshDesc, int numSamples);

		// get world bounds containing all the colliders and the cloth
		static PxBounds3 getAllWorldBounds(PxCloth& cloth);

		// get particle location from the cloth
		static bool getParticlePositions(PxCloth&cloth, SampleArray<PxVec3> &positions);

		// remove duplicate vertices 
		static PxClothMeshDesc removeDuplicateVertices(PxClothMeshDesc &inMesh,  SampleArray<PxVec2> &inTexcoords,
			SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices, SampleArray<PxVec2>& texcoords);

		// merge two mesh descriptor and uvs into a single one
		static PxClothMeshDesc mergeMeshDesc(PxClothMeshDesc &desc1, PxClothMeshDesc &desc2,  
			SampleArray<PxVec4>& vertices, SampleArray<PxU32>& indices,
			SampleArray<PxVec2>& texcoords1, SampleArray<PxVec2>& texcoords2, SampleArray<PxVec2>& texcoords);  

		// set motion constraint radius
		static bool setMotionConstraints(PxCloth &cloth, PxReal radius);

		// set particle location from the cloth
		static bool setParticlePositions(PxCloth&cloth, const SampleArray<PxVec3> &positions, bool useConstrainedOnly = true, bool useCurrentOnly = true);

		// set stiffness for all the phases
		static bool setStiffness(PxCloth& cloth, PxReal stiffness);
	};
}


#endif