//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _PXCLOTH_H_ #define _PXCLOTH_H_ #ifndef _GAMEBASE_H_ #include "T3D/gameBase/gameBase.h" #endif #ifndef _GFXPRIMITIVEBUFFER_H_ #include "gfx/gfxPrimitiveBuffer.h" #endif #ifndef _GFXVERTEXBUFFER_H_ #include "gfx/gfxVertexBuffer.h" #endif #ifndef _PHYSX_H_ #include "T3D/physics/physx/px.h" #endif #ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_ #include "T3D/physics/physicsPlugin.h" #endif class Material; class BaseMatInstance; class PxWorld; class NxScene; class NxClothMesh; class NxCloth; class PxCloth : public GameBase { typedef GameBase Parent; enum MaskBits { TransformMask = Parent::NextFreeMask << 0, ClothMask = Parent::NextFreeMask << 1, MaterialMask = Parent::NextFreeMask << 3, NextFreeMask = Parent::NextFreeMask << 4 }; public: PxCloth(); virtual ~PxCloth(); DECLARE_CONOBJECT( PxCloth ); // SimObject virtual bool onAdd(); virtual void onRemove(); static void initPersistFields(); virtual void inspectPostApply(); void onPhysicsReset( PhysicsResetEvent reset ); // NetObject virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ); virtual void unpackUpdate( NetConnection *conn, BitStream *stream ); // SceneObject virtual void setTransform( const MatrixF &mat ); virtual void setScale( const VectorF &scale ); virtual void prepRenderImage( SceneRenderState *state ); // GameBase virtual bool onNewDataBlock( GameBaseData *dptr, bool reload ); virtual void processTick( const Move *move ); virtual void interpolateTick( F32 delta ); protected: PxWorld *mWorld; NxScene *mScene; /// Cooked cloth collision mesh. NxClothMesh *mClothMesh; /// The cloth actor used NxCloth *mCloth; NxMeshData mReceiveBuffers; bool mBendingEnabled; bool mDampingEnabled; bool mTriangleCollisionEnabled; bool mSelfCollisionEnabled; F32 mDensity; F32 mThickness; F32 mFriction; F32 mBendingStiffness; F32 mStretchingStiffness; F32 mDampingCoefficient; F32 mCollisionResponseCoefficient; F32 mAttachmentResponseCoefficient; U32 mAttachmentMask; static EnumTable mAttachmentFlagTable; String mMaterialName; SimObjectPtr mMaterial; BaseMatInstance *mMatInst; String lookupName; /// The output verts from the PhysX simulation. GFXVertexPNTT *mVertexRenderBuffer; /// The output indices from the PhysX simulation. U16 *mIndexRenderBuffer; U32 mMaxVertices; U32 mMaxIndices; /// The number of indices in the cloth which /// is updated by the PhysX simulation. U32 mNumIndices; /// The number of verts in the cloth which /// is updated by the PhysX simulation. U32 mNumVertices; U32 mMeshDirtyFlags; bool mIsVBDirty; GFXPrimitiveBufferHandle mPrimBuffer; GFXVertexBufferHandle mVB; Point2I mPatchVerts; Point2F mPatchSize; MatrixF mResetXfm; void _initMaterial(); void _releaseMesh(); void _releaseCloth(); bool _createClothPatch(); void _recreateCloth( const MatrixF &transform ); void _updateClothProperties(); void _initClothMesh(); void _initReceiveBuffers(); void _setupAttachments(); void _updateStaticCloth(); void _updateVBIB(); }; #endif // _PXCLOTH_H_