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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_SIM
#define PX_PHYSICS_SCP_CLOTH_SIM
#include "CmPhysXCommon.h"
#include "PxPhysXConfig.h"
#if PX_USE_CLOTH_API
#include "CmMatrix34.h"
#include "ScClothShape.h"
namespace physx
{
#if PX_SUPPORT_GPU_PHYSX
struct PxClothCollisionSphere;
#endif
namespace Sc
{
class ClothCore;
class ShapeSim;
class ClothSim : public ActorSim
{
public:
ClothSim(Scene&, ClothCore&);
~ClothSim();
//---------------------------------------------------------------------------------
// Actor implementation
//---------------------------------------------------------------------------------
public:
ClothCore& getCore() const;
void updateBounds();
void startStep();
void reinsert();
bool addCollisionShape(const ShapeSim* shape);
void removeCollisionShape(const ShapeSim* shape);
bool addCollisionSphere(const ShapeSim* shape);
void removeCollisionSphere(const ShapeSim* shape);
bool addCollisionCapsule(const ShapeSim* shape);
void removeCollisionCapsule(const ShapeSim* shape);
bool addCollisionPlane(const ShapeSim* shape);
void removeCollisionPlane(const ShapeSim* shape);
bool addCollisionBox(const ShapeSim* shape);
void removeCollisionBox(const ShapeSim* shape);
bool addCollisionConvex(const ShapeSim* shape);
void removeCollisionConvex(const ShapeSim* shape);
bool addCollisionMesh(const ShapeSim* shape);
void removeCollisionMesh(const ShapeSim* shape);
bool addCollisionHeightfield(const ShapeSim* shape);
void removeCollisionHeightfield(const ShapeSim* shape);
void updateRigidBodyPositions();
void clearCollisionShapes();
private:
void insertShapeSim(PxU32, const ShapeSim*);
ClothSim &operator=(const ClothSim &);
private:
ClothShape mClothShape;
PxU32 mNumSpheres;
PxU32 mNumCapsules;
PxU32 mNumPlanes;
PxU32 mNumBoxes;
PxU32 mNumConvexes;
PxU32 mNumMeshes;
PxU32 mNumHeightfields;
PxU32 mNumConvexPlanes;
shdfnd::Array<const ShapeSim*> mShapeSims;
shdfnd::Array<Cm::Matrix34> mStartShapeTrafos;
};
} // namespace Sc
}
#endif // PX_PHYSICS_SCP_CLOTH_SIM
#endif
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