mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
176 lines
4.5 KiB
C++
176 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PXCLOTH_H_
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#define _PXCLOTH_H_
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#ifndef _GAMEBASE_H_
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#include "T3D/gameBase/gameBase.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _PHYSX_H_
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#include "T3D/physics/physx/px.h"
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#endif
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#ifndef _T3D_PHYSICS_PHYSICSPLUGIN_H_
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#include "T3D/physics/physicsPlugin.h"
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#endif
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class Material;
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class BaseMatInstance;
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class PxWorld;
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class NxScene;
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class NxClothMesh;
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class NxCloth;
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class PxCloth : public GameBase
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{
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typedef GameBase Parent;
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enum MaskBits
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{
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TransformMask = Parent::NextFreeMask << 0,
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ClothMask = Parent::NextFreeMask << 1,
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MaterialMask = Parent::NextFreeMask << 3,
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NextFreeMask = Parent::NextFreeMask << 4
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};
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public:
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PxCloth();
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virtual ~PxCloth();
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DECLARE_CONOBJECT( PxCloth );
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void inspectPostApply();
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void onPhysicsReset( PhysicsResetEvent reset );
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// NetObject
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virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
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// SceneObject
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virtual void setTransform( const MatrixF &mat );
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virtual void setScale( const VectorF &scale );
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virtual void prepRenderImage( SceneRenderState *state );
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// GameBase
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virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
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virtual void processTick( const Move *move );
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virtual void interpolateTick( F32 delta );
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protected:
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PxWorld *mWorld;
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NxScene *mScene;
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/// Cooked cloth collision mesh.
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NxClothMesh *mClothMesh;
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/// The cloth actor used
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NxCloth *mCloth;
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NxMeshData mReceiveBuffers;
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bool mBendingEnabled;
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bool mDampingEnabled;
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bool mTriangleCollisionEnabled;
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bool mSelfCollisionEnabled;
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F32 mDensity;
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F32 mThickness;
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F32 mFriction;
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F32 mBendingStiffness;
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F32 mStretchingStiffness;
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F32 mDampingCoefficient;
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F32 mCollisionResponseCoefficient;
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F32 mAttachmentResponseCoefficient;
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U32 mAttachmentMask;
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static EnumTable mAttachmentFlagTable;
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String mMaterialName;
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SimObjectPtr<Material> mMaterial;
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BaseMatInstance *mMatInst;
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String lookupName;
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/// The output verts from the PhysX simulation.
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GFXVertexPNTT *mVertexRenderBuffer;
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/// The output indices from the PhysX simulation.
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U16 *mIndexRenderBuffer;
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U32 mMaxVertices;
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U32 mMaxIndices;
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/// The number of indices in the cloth which
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/// is updated by the PhysX simulation.
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U32 mNumIndices;
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/// The number of verts in the cloth which
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/// is updated by the PhysX simulation.
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U32 mNumVertices;
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U32 mMeshDirtyFlags;
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bool mIsVBDirty;
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GFXPrimitiveBufferHandle mPrimBuffer;
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GFXVertexBufferHandle<GFXVertexPNTT> mVB;
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Point2I mPatchVerts;
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Point2F mPatchSize;
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MatrixF mResetXfm;
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void _initMaterial();
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void _releaseMesh();
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void _releaseCloth();
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bool _createClothPatch();
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void _recreateCloth( const MatrixF &transform );
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void _updateClothProperties();
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void _initClothMesh();
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void _initReceiveBuffers();
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void _setupAttachments();
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void _updateStaticCloth();
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void _updateVBIB();
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};
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#endif // _PXCLOTH_H_
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