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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 SAMPLE_CHARACTER_CLOTH_FLAG_H
#define SAMPLE_CHARACTER_CLOTH_FLAG_H
#include "cloth/PxCloth.h"
#include "PhysXSample.h"
class SampleCharacterCloth;
class RenderClothActor;
class SampleCharacterClothFlag
{
public:
SampleCharacterClothFlag(SampleCharacterCloth& sample, const PxTransform &pose, PxU32 resX, PxU32 resY, PxReal sizeX, PxReal sizeY, PxReal height);
void setWind(const PxVec3 &dir, PxReal strength, const PxVec3& range);
void update(PxReal dtime);
void release();
PxCloth* getCloth() { return mCloth; }
protected:
RenderClothActor* mRenderActor;
SampleCharacterCloth& mSample;
PxCloth* mCloth;
SampleArray<PxVec2> mUVs;
PxVec3 mWindDir;
PxVec3 mWindRange;
PxReal mWindStrength;
PxReal mTime;
PxRigidDynamic* mCapsuleActor;
private:
SampleCharacterClothFlag& operator=(const SampleCharacterClothFlag&);
};
#endif
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