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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 PX_PHYSICS_SCP_CLOTH_FABRIC_CORE
#define PX_PHYSICS_SCP_CLOTH_FABRIC_CORE
#include "CmPhysXCommon.h"
#include "PsUserAllocated.h"
#include "PxPhysXConfig.h"
#include "PxClothFabric.h"
#include "PsArray.h"
namespace physx
{
#if PX_USE_CLOTH_API
class PxSerializationContext;
namespace cloth
{
class Fabric;
}
namespace Sc
{
struct ClothFabricBulkData : public Ps::UserAllocated
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
// constructor and destructor are needed because some compilers zero the memory in the
// default constructor and that breaks the serialization related memory markers for
// implicitly padded bytes
ClothFabricBulkData() {}
~ClothFabricBulkData() {}
void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
PxU32 mNbParticles;
shdfnd::Array<PxU32> mPhases;
shdfnd::Array<PxU32> mSets;
shdfnd::Array<float> mRestvalues;
shdfnd::Array<PxU32> mIndices;
shdfnd::Array<PxU32> mTetherAnchors;
shdfnd::Array<PxReal> mTetherLengths;
shdfnd::Array<PxU32> mTriangles;
};
class ClothFabricCore : public Ps::UserAllocated
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format. See comments for
// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
public:
// PX_SERIALIZATION
ClothFabricCore(const PxEMPTY);
void exportExtraData(PxSerializationContext& stream);
void importExtraData(PxDeserializationContext& context);
static void getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION
ClothFabricCore();
~ClothFabricCore();
PX_FORCE_INLINE cloth::Fabric& getLowLevelFabric() const { PX_ASSERT(mLowLevelFabric); return *mLowLevelFabric; }
PX_FORCE_INLINE void setLowLevelGpuFabric(cloth::Fabric* fabric) { mLowLevelGpuFabric = fabric; }
bool load(PxInputStream& stream);
bool load(const PxClothFabricDesc& desc);
PxU32 getNbParticles() const;
PxU32 getNbPhases() const;
PxU32 getNbSets() const;
PxU32 getNbParticleIndices() const;
PxU32 getNbRestvalues() const;
PxU32 getNbTethers() const;
PxU32 getPhases(PxClothFabricPhase* userPhaseIndexBuffer, PxU32 bufferSize) const;
PxU32 getRestvalues(PxReal* userRestvalueBuffer, PxU32 bufferSize) const;
PxU32 getSets(PxU32* userPhaseBuffer, PxU32 bufferSize) const;
PxU32 getParticleIndices(PxU32* userParticleIndexBuffer, PxU32 bufferSize) const;
PxU32 getTetherAnchors(PxU32* userAnchorBuffer, PxU32 bufferSize) const;
PxU32 getTetherLengths(PxReal* userLengthBuffer, PxU32 bufferSize) const;
PxClothFabricPhaseType::Enum getPhaseType(PxU32 phaseIndex) const { return mPhaseTypes[phaseIndex]; }
void scaleRestlengths(PxReal scale);
private:
cloth::Fabric* mLowLevelFabric;
cloth::Fabric* mLowLevelGpuFabric;
// Each phase has a type defined in PxClothFabricPhaseType::Enum.
// The size of this array is the same as number of phases (mPhases.size())
Ps::Array<PxClothFabricPhaseType::Enum> mPhaseTypes;
};
} // namespace Sc
#endif // PX_USE_CLOTH_API
}
#endif
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