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// 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 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