00001 // 00002 // Redistribution and use in source and binary forms, with or without 00003 // modification, are permitted provided that the following conditions 00004 // are met: 00005 // * Redistributions of source code must retain the above copyright 00006 // notice, this list of conditions and the following disclaimer. 00007 // * Redistributions in binary form must reproduce the above copyright 00008 // notice, this list of conditions and the following disclaimer in the 00009 // documentation and/or other materials provided with the distribution. 00010 // * Neither the name of NVIDIA CORPORATION nor the names of its 00011 // contributors may be used to endorse or promote products derived 00012 // from this software without specific prior written permission. 00013 // 00014 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY 00015 // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00016 // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 00017 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 00018 // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 00019 // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 00020 // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 00021 // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 00022 // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00023 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00024 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00025 // 00026 // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. 00027 00028 00029 00030 #ifndef CLOTHING_ASSET_H 00031 #define CLOTHING_ASSET_H 00032 00033 #include "Asset.h" 00034 00035 namespace nvidia 00036 { 00037 namespace apex 00038 { 00039 00040 PX_PUSH_PACK_DEFAULT 00041 00042 class ClothingActor; 00043 class ClothingPreview; 00044 00045 #define CLOTHING_AUTHORING_TYPE_NAME "ClothingAsset" 00046 00047 00051 struct ClothSolverMode 00052 { 00054 enum Enum 00055 { 00059 v3, 00060 }; 00061 }; 00062 00063 00092 struct ClothingMeshSkinningMap 00093 { 00098 PxVec3 positionBary; 00099 00103 uint32_t vertexIndex0; 00104 00110 PxVec3 normalBary; 00111 00115 uint32_t vertexIndex1; 00116 00122 PxVec3 tangentBary; 00123 00127 uint32_t vertexIndex2; 00128 }; 00129 00133 class ClothingAsset : public Asset 00134 { 00135 protected: 00136 // do not manually delete this object 00137 virtual ~ClothingAsset() {} 00138 public: 00142 virtual uint32_t getNumActors() const = 0; 00143 00147 virtual ClothingActor* getActor(uint32_t index) = 0; 00148 00152 virtual PxBounds3 getBoundingBox() const = 0; 00153 00157 virtual uint32_t getNumGraphicalLodLevels() const = 0; 00158 00162 virtual uint32_t getGraphicalLodValue(uint32_t lodLevel) const = 0; 00163 00167 virtual float getBiggestMaxDistance() const = 0; 00168 00172 virtual ClothSolverMode::Enum getClothSolverMode() const = 0; 00173 00182 virtual bool remapBoneIndex(const char* name, uint32_t newIndex) = 0; 00183 00187 virtual uint32_t getNumBones() const = 0; 00188 00192 virtual uint32_t getNumUsedBones() const = 0; 00193 00197 virtual const char* getBoneName(uint32_t internalIndex) const = 0; 00198 00202 virtual bool getBoneBasePose(uint32_t internalIndex, PxMat44& result) const = 0; 00203 00209 virtual void getBoneMapping(uint32_t* internal2externalMap) const = 0; 00210 00218 virtual const RenderMeshAsset* getRenderMeshAsset(uint32_t lodLevel) const = 0; 00219 00231 virtual uint32_t prepareMorphTargetMapping(const PxVec3* originalPositions, uint32_t numPositions, float epsilon) = 0; 00232 00239 virtual uint32_t getMeshSkinningMapSize(uint32_t lod) = 0; 00240 00251 virtual void getMeshSkinningMap(uint32_t lod, ClothingMeshSkinningMap* map) = 0; 00252 00256 virtual bool releaseGraphicalData() = 0; 00257 }; 00258 00259 PX_POP_PACK 00260 00261 } // namespace nvidia 00262 } // namespace nvidia 00263 00264 #endif // CLOTHING_ASSET_H