pxCloth.h

Engine/source/T3D/physics/physx/pxCloth.h

More...

Classes:

class

Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef _PXCLOTH_H_
 25#define _PXCLOTH_H_
 26
 27#ifndef _GAMEBASE_H_
 28#include "T3D/gameBase/gameBase.h"
 29#endif
 30#ifndef _GFXPRIMITIVEBUFFER_H_
 31#include "gfx/gfxPrimitiveBuffer.h"
 32#endif
 33#ifndef _GFXVERTEXBUFFER_H_
 34#include "gfx/gfxVertexBuffer.h"
 35#endif
 36#ifndef _PHYSX_H_
 37#include "T3D/physics/physx/px.h"
 38#endif
 39#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
 40#include "T3D/physics/physicsPlugin.h"
 41#endif
 42
 43class Material;
 44class BaseMatInstance;
 45class PxWorld;
 46class NxScene;
 47class NxClothMesh;
 48class NxCloth;
 49
 50
 51class PxCloth : public GameBase
 52{
 53   typedef GameBase Parent;
 54
 55   enum MaskBits 
 56   {
 57      TransformMask  = Parent::NextFreeMask << 0,
 58      ClothMask      = Parent::NextFreeMask << 1,
 59      MaterialMask   = Parent::NextFreeMask << 3,
 60      NextFreeMask   = Parent::NextFreeMask << 4
 61   };  
 62
 63public:
 64
 65   PxCloth();
 66   virtual ~PxCloth();
 67
 68   DECLARE_CONOBJECT( PxCloth );      
 69
 70   // SimObject
 71   virtual bool onAdd();
 72   virtual void onRemove();
 73   static void initPersistFields();
 74   virtual void inspectPostApply();
 75   void onPhysicsReset( PhysicsResetEvent reset );
 76
 77   // NetObject
 78   virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
 79   virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
 80
 81   // SceneObject
 82   virtual void setTransform( const MatrixF &mat );
 83   virtual void setScale( const VectorF &scale );
 84   virtual void prepRenderImage( SceneRenderState *state );
 85
 86   // GameBase
 87   virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
 88   virtual void processTick( const Move *move );
 89   virtual void interpolateTick( F32 delta );
 90
 91protected:
 92
 93   PxWorld *mWorld;
 94
 95   NxScene *mScene;
 96
 97   /// Cooked cloth collision mesh.
 98   NxClothMesh *mClothMesh;
 99
100   /// The cloth actor used 
101   NxCloth *mCloth;
102
103   NxMeshData mReceiveBuffers;
104
105   bool mBendingEnabled;
106   bool mDampingEnabled;
107   bool mTriangleCollisionEnabled;
108   bool mSelfCollisionEnabled;
109
110   F32 mDensity;
111   F32 mThickness;
112   F32 mFriction;
113   F32 mBendingStiffness;
114   F32 mStretchingStiffness;
115   F32 mDampingCoefficient;
116   F32 mCollisionResponseCoefficient;
117   F32 mAttachmentResponseCoefficient;
118
119   U32 mAttachmentMask;
120
121   static EnumTable mAttachmentFlagTable;
122
123   String mMaterialName;
124   SimObjectPtr<Material> mMaterial;
125   BaseMatInstance *mMatInst;
126
127   String lookupName;
128
129   /// The output verts from the PhysX simulation.
130   GFXVertexPNTT *mVertexRenderBuffer;
131
132   /// The output indices from the PhysX simulation.
133   U16 *mIndexRenderBuffer;
134
135   U32 mMaxVertices;
136   U32 mMaxIndices;
137
138   /// The number of indices in the cloth which
139   /// is updated by the PhysX simulation.
140   U32 mNumIndices;
141
142   /// The number of verts in the cloth which
143   /// is updated by the PhysX simulation.
144   U32 mNumVertices;
145
146   U32 mMeshDirtyFlags;
147   bool mIsVBDirty;
148
149   GFXPrimitiveBufferHandle mPrimBuffer;
150   GFXVertexBufferHandle<GFXVertexPNTT> mVB;
151
152   Point2I mPatchVerts; 
153   Point2F mPatchSize;
154
155   MatrixF mResetXfm;
156
157   void _initMaterial();
158
159   void _releaseMesh();
160   void _releaseCloth();
161
162   bool _createClothPatch();
163
164   void _recreateCloth( const MatrixF &transform );
165
166   void _updateClothProperties();
167
168   void _initClothMesh();
169   void _initReceiveBuffers();
170   void _setupAttachments();
171
172   void _updateStaticCloth();
173
174   void _updateVBIB();
175};
176
177#endif // _PXCLOTH_H_
178