670 lines
22 KiB
C++
670 lines
22 KiB
C++
// Filename: physxCloth.cxx
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// Created by: enn0x (30Mar10)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "physxCloth.h"
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#include "physxClothDesc.h"
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#include "physxScene.h"
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#include "physxGroupsMask.h"
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#include "physxShape.h"
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#include "physxManager.h"
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#include "boundingBox.h"
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TypeHandle PhysxCloth::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::link
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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link(NxCloth *ptr) {
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// Link self
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_ptr = ptr;
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_error_type = ET_ok;
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_ptr->userData = this;
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PhysxScene *scene = (PhysxScene *)_ptr->getScene().userData;
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scene->_cloths.add(this);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::unlink
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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unlink() {
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// Unlink self
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_ptr->userData = NULL;
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_error_type = ET_released;
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PhysxScene *scene = (PhysxScene *)_ptr->getScene().userData;
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scene->_cloths.remove(this);
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_node = NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::release
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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release() {
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nassertv(_error_type == ET_ok);
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unlink();
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_ptr->getScene().releaseCloth(*_ptr);
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_ptr = NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::update
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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update() {
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// Update node mesh data
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_node->update();
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// Update node bounding volume
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NxBounds3 bounds;
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_ptr->getWorldBounds(bounds);
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BoundingBox bb(PhysxManager::nxVec3_to_point3(bounds.min),
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PhysxManager::nxVec3_to_point3(bounds.max));
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_node->set_bounds(&bb);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_scene
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// Access: Published
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// Description: Returns the scene which this cloth belongs to.
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////////////////////////////////////////////////////////////////////
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PhysxScene *PhysxCloth::
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get_scene() const {
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nassertr(_error_type == ET_ok, NULL);
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return (PhysxScene *)_ptr->getScene().userData;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_cloth_node
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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PhysxClothNode *PhysxCloth::
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get_cloth_node() const {
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nassertr(_error_type == ET_ok, NULL);
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return _node;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::create_cloth_node
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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PhysxClothNode *PhysxCloth::
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create_cloth_node(const char *name) {
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nassertr(_error_type == ET_ok, NULL);
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_node = new PhysxClothNode(name);
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_node->allocate(this);
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return _node;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_name
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// Access: Published
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// Description: Sets a name string for the object that can be
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// retrieved with get_name().
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// This is for debugging and is not used by the
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// engine.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_name(const char *name) {
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nassertv(_error_type == ET_ok);
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_ptr->setName(name);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_name
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// Access: Published
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// Description: Retrieves the name string.
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////////////////////////////////////////////////////////////////////
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const char *PhysxCloth::
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get_name() const {
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nassertr(_error_type == ET_ok, "");
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return _ptr->getName();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_group
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// Access: Published
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// Description: Sets which collision group this cloth is part of.
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// Collision group must be between 0 and 31.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_group(unsigned int group) {
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nassertv(_error_type == ET_ok);
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nassertv(group >= 0 && group < 32);
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_ptr->setGroup(group);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_group
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// Access: Published
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// Description: Retrieves the collision group this cloth is part
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// of.
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////////////////////////////////////////////////////////////////////
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unsigned int PhysxCloth::
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get_group() const {
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nassertr(_error_type == ET_ok, 0);
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return _ptr->getGroup();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_thickness
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// Access: Published
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// Description: Sets the cloth thickness (must be positive).
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_thickness(float thickness) {
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nassertv(_error_type == ET_ok);
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_ptr->setFriction(thickness);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_thickness
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// Access: Published
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// Description: Gets the cloth thickness.
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////////////////////////////////////////////////////////////////////
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float PhysxCloth::
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get_thickness() const {
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nassertr(_error_type == ET_ok, 0.0f);
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return _ptr->getThickness();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_density
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// Access: Published
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// Description: Gets the cloth density.
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////////////////////////////////////////////////////////////////////
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float PhysxCloth::
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get_density() const {
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nassertr(_error_type == ET_ok, 0.0f);
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return _ptr->getDensity();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_relative_grid_spacing
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// Access: Published
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// Description: Gets the relative grid spacing for the broad
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// phase. The cloth is represented by a set of
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// world aligned cubical cells in broad phase. The
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// size of these cells is determined by multiplying
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// the length of the diagonal of the AABB of the
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// initial soft body size with this constant.
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////////////////////////////////////////////////////////////////////
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float PhysxCloth::
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get_relative_grid_spacing() const {
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nassertr(_error_type == ET_ok, 0.0f);
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return _ptr->getRelativeGridSpacing();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_num_particles
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// Access: Published
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// Description: Gets the number of cloth particles.
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////////////////////////////////////////////////////////////////////
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unsigned int PhysxCloth::
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get_num_particles() {
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nassertr(_error_type == ET_ok, 0);
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return _ptr->getNumberOfParticles();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_flag
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// Access: Published
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// Description: Sets the value of a single flag.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_flag(PhysxClothFlag flag, bool value) {
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nassertv(_error_type == ET_ok);
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NxU32 flags = _ptr->getFlags();
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if (value == true) {
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flags |= flag;
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}
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else {
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flags &= ~(flag);
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}
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_ptr->setFlags(flags);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_flag
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// Access: Published
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// Description: Retrieves the value of a single flag.
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////////////////////////////////////////////////////////////////////
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bool PhysxCloth::
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get_flag(PhysxClothFlag flag) const {
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nassertr(_error_type == ET_ok, false);
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return (_ptr->getFlags() & flag) ? true : false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_groups_mask
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// Access: Published
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// Description: Sets 128-bit mask used for collision filtering.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_groups_mask(const PhysxGroupsMask &mask) {
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nassertv(_error_type == ET_ok);
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NxGroupsMask _mask = mask.get_mask();
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_ptr->setGroupsMask(_mask);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_groups_mask
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// Access: Published
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// Description: Gets the 128-bit groups mask used for collision
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// filtering.
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////////////////////////////////////////////////////////////////////
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PhysxGroupsMask PhysxCloth::
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get_groups_mask() const {
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PhysxGroupsMask mask;
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nassertr(_error_type == ET_ok, mask);
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NxGroupsMask _mask = _ptr->getGroupsMask();
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mask.set_mask(_mask);
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return mask;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::is_sleeping
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// Access: Published
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// Description: Returns true if this cloth is sleeping.
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//
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// When a cloth does not move for a period of time,
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// it is no longer simulated in order to save time.
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// This state is called sleeping. However, because the
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// object automatically wakes up when it is either
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// touched by an awake object, or one of its
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// properties is changed by the user, the entire sleep
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// mechanism should be transparent to the user.
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////////////////////////////////////////////////////////////////////
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bool PhysxCloth::
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is_sleeping() const {
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nassertr(_error_type == ET_ok, false);
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return _ptr->isSleeping();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::wake_up
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// Access: Published
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// Description: Wakes up the cloth if it is sleeping.
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//
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// The wakeCounterValue determines how long until the
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// body is put to sleep, a value of zero means that
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// the body is sleeping. wake_up(0) is equivalent to
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// PhysxCloth::put_to_sleep().
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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wake_up(float wakeCounterValue) {
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nassertv(_error_type == ET_ok);
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_ptr->wakeUp(wakeCounterValue);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::put_to_sleep
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// Access: Published
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// Description: Forces the cloth to sleep.
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//
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// The cloth will stay asleep until the next
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// call to simulate, and will not wake up until then
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// even when otherwise it would (for example a force
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// is applied to it). It can however wake up during
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// the next do_physics call.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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put_to_sleep() {
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nassertv(_error_type == ET_ok);
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_ptr->putToSleep();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_sleep_linear_velocity
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// Access: Published
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// Description: Sets the linear velocity below which an cloth
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// may go to sleep. Cloths whose linear velocity is
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// above this threshold will not be put to sleep.
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//
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// Setting the sleep angular/linear velocity only
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// makes sense when the BF_energy_sleep_test is not
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// set.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_sleep_linear_velocity(float threshold) {
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nassertv(_error_type == ET_ok);
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_ptr->setSleepLinearVelocity(threshold);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_sleep_linear_velocity
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// Access: Published
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// Description: Returns the linear velocity below which an soft
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// body may go to sleep. cloths whose linear velocity
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// is above this threshold will not be put to sleep.
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////////////////////////////////////////////////////////////////////
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float PhysxCloth::
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get_sleep_linear_velocity() const {
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nassertr(_error_type == ET_ok, 0.0f);
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return _ptr->getSleepLinearVelocity();
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::attach_vertex_to_global_pos
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// Access: Published
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// Description: Attaches a cloth vertex to a position in world
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// space.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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attach_vertex_to_global_pos(unsigned int vertexId, LPoint3f const &pos) {
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nassertv(_error_type == ET_ok);
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nassertv(!pos.is_nan());
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_ptr->attachVertexToGlobalPosition(vertexId, PhysxManager::point3_to_nxVec3(pos));
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::attach_to_shape
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// Access: Published
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// Description: Attaches the cloth to a shape. All cloth points
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// currently inside the shape are attached.
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//
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// This method only works with primitive and convex
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// shapes. Since the inside of a general triangle mesh
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// is not clearly defined.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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attach_to_shape(PhysxShape *shape) {
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nassertv(_error_type == ET_ok);
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nassertv(shape);
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NxU32 attachmentFlags = 0; // --TODO--
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_ptr->attachToShape(shape->ptr(), attachmentFlags);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::attach_to_colliding_shapes
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// Access: Published
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// Description: Attaches the cloth to all shapes, currently
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// colliding.
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//
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// This method only works with primitive and convex
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// shapes. Since the inside of a general triangle mesh
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// is not clearly defined.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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attach_to_colliding_shapes() {
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nassertv(_error_type == ET_ok);
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NxU32 attachmentFlags = 0; // --TODO--
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_ptr->attachToCollidingShapes(attachmentFlags);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::detach_from_shape
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// Access: Published
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// Description: Detaches the cloth from a shape it has been
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// attached to before.
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//
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// If the cloth has not been attached to the shape
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// before, the call has no effect.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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detach_from_shape(PhysxShape *shape) {
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nassertv(_error_type == ET_ok);
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nassertv(shape);
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_ptr->detachFromShape(shape->ptr());
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::free_vertex
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// Access: Published
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// Description: Frees a previously attached cloth point.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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free_vertex(unsigned int vertexId) {
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nassertv(_error_type == ET_ok);
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_ptr->freeVertex(vertexId);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::attach_vertex_to_shape
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// Access: Published
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// Description: Attaches a cloth vertex to a local position within
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// a shape.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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attach_vertex_to_shape(unsigned int vertexId, PhysxShape *shape, LPoint3f const &localPos) {
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nassertv(_error_type == ET_ok);
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nassertv(!localPos.is_nan());
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nassertv(shape);
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NxU32 attachmentFlags = 0; // --TODO--
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_ptr->attachVertexToShape(vertexId, shape->ptr(),
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PhysxManager::point3_to_nxVec3(localPos),
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attachmentFlags);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_vertex_attachment_status
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// Access: Published
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// Description: Return the attachment status of the given vertex.
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////////////////////////////////////////////////////////////////////
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PhysxEnums::PhysxVertexAttachmentStatus PhysxCloth::
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get_vertex_attachment_status(unsigned int vertexId) const {
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nassertr(_error_type == ET_ok, VAS_none);
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// --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), VAS_none);
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return (PhysxVertexAttachmentStatus) _ptr->getVertexAttachmentStatus(vertexId);
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_vertex_attachment_shape
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// Access: Published
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// Description: Returns the pointer to an attached shape pointer
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// of the given vertex. If the vertex is not attached
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// or attached to a global position, NULL is returned.
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////////////////////////////////////////////////////////////////////
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PhysxShape *PhysxCloth::
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get_vertex_attachment_shape(unsigned int vertexId) const {
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nassertr(_error_type == ET_ok, NULL);
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// --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), NULL);
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NxShape *shapePtr = _ptr->getVertexAttachmentShape(vertexId);
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PhysxShape *shape = shapePtr ? (PhysxShape *)(shapePtr->userData) : NULL;
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return shape;
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::get_vertex_attachment_pos
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// Access: Published
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// Description: Returns the attachment position of the given
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// vertex. If the vertex is attached to shape, the
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// position local to the shape's pose is returned. If
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// the vertex is not attached, the return value is
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// undefined.
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////////////////////////////////////////////////////////////////////
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LPoint3f PhysxCloth::
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get_vertex_attachment_pos(unsigned int vertexId) const {
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nassertr(_error_type == ET_ok, LPoint3f::zero());
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// --TODO-- nassertr(vertexId < _ptr->getNumberOfParticles(), LPoint3f::zero());
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return PhysxManager::nxVec3_to_point3(_ptr->getVertexAttachmentPosition(vertexId));
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}
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////////////////////////////////////////////////////////////////////
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// Function: PhysxCloth::set_external_acceleration
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// Access: Published
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// Description: Sets an external acceleration which affects all non
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// attached particles of the cloth.
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////////////////////////////////////////////////////////////////////
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void PhysxCloth::
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set_external_acceleration(LVector3f const &acceleration) {
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nassertv(_error_type == ET_ok);
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nassertv_always(!acceleration.is_nan());
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_ptr->setExternalAcceleration(PhysxManager::vec3_to_nxVec3(acceleration));
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}
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|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::set_wind_acceleration
|
|
// Access: Published
|
|
// Description: Sets an acceleration acting normal to the cloth
|
|
// surface at each vertex.
|
|
////////////////////////////////////////////////////////////////////
|
|
void PhysxCloth::
|
|
set_wind_acceleration(LVector3f const &acceleration) {
|
|
|
|
nassertv(_error_type == ET_ok);
|
|
nassertv_always(!acceleration.is_nan());
|
|
|
|
_ptr->setWindAcceleration(PhysxManager::vec3_to_nxVec3(acceleration));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::get_external_acceleration
|
|
// Access: Published
|
|
// Description: Retrieves the external acceleration which affects
|
|
// all non attached particles of the cloth.
|
|
////////////////////////////////////////////////////////////////////
|
|
LVector3f PhysxCloth::
|
|
get_external_acceleration() const {
|
|
|
|
nassertr(_error_type == ET_ok, LVector3f::zero());
|
|
return PhysxManager::nxVec3_to_vec3(_ptr->getExternalAcceleration());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::get_wind_acceleration
|
|
// Access: Published
|
|
// Description: Retrieves the acceleration acting normal to the
|
|
// cloth surface at each vertex
|
|
////////////////////////////////////////////////////////////////////
|
|
LVector3f PhysxCloth::
|
|
get_wind_acceleration() const {
|
|
|
|
nassertr(_error_type == ET_ok, LVector3f::zero());
|
|
return PhysxManager::nxVec3_to_vec3(_ptr->getWindAcceleration());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::add_force_at_vertex
|
|
// Access: Published
|
|
// Description: Applies a force (or impulse) defined in the
|
|
// global coordinate frame, to a particular vertex
|
|
// of the cloth.
|
|
////////////////////////////////////////////////////////////////////
|
|
void PhysxCloth::
|
|
add_force_at_vertex(LVector3f const &force, int vertexId, PhysxForceMode mode) {
|
|
|
|
nassertv(_error_type == ET_ok);
|
|
_ptr->addForceAtVertex(PhysxManager::vec3_to_nxVec3(force),
|
|
vertexId,
|
|
(NxForceMode) mode);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::add_force_at_pos
|
|
// Access: Published
|
|
// Description: Applies a radial force (or impulse) at a
|
|
// particular position. All vertices within radius
|
|
// will be affected with a quadratic drop-off.
|
|
////////////////////////////////////////////////////////////////////
|
|
void PhysxCloth::
|
|
add_force_at_pos(LPoint3f const &pos, float magnitude, float radius, PhysxForceMode mode) {
|
|
|
|
nassertv(_error_type == ET_ok);
|
|
_ptr->addForceAtPos(PhysxManager::point3_to_nxVec3(pos),
|
|
magnitude,
|
|
radius,
|
|
(NxForceMode) mode);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: PhysxCloth::add_directed_force_at_pos
|
|
// Access: Published
|
|
// Description: Applies a directed force (or impulse) at a
|
|
// particular position. All vertices within radius
|
|
// will be affected with a quadratic drop-off.
|
|
////////////////////////////////////////////////////////////////////
|
|
void PhysxCloth::
|
|
add_directed_force_at_pos(LPoint3f const &pos, LVector3f const &force, float radius, PhysxForceMode mode) {
|
|
|
|
nassertv(_error_type == ET_ok);
|
|
_ptr->addDirectedForceAtPos(PhysxManager::point3_to_nxVec3(pos),
|
|
PhysxManager::vec3_to_nxVec3(force),
|
|
radius,
|
|
(NxForceMode) mode);
|
|
}
|
|
|