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o3de/Gems/NvCloth/Code/Include/NvCloth/IFabricCooker.h

66 lines
3.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/std/optional.h>
#include <NvCloth/Types.h>
namespace NvCloth
{
//! Interface to cook particles into fabric.
//!
//! @note Use AZ::Interface<IFabricCooker>::Get() to call the interface, which
//! is available at both runtime and asset processing time (asset builders).
class IFabricCooker
{
public:
AZ_RTTI(IFabricCooker, "{32E97A6F-A32C-42D2-8BA9-83896E57FA72}");
virtual ~IFabricCooker() = default;
//! Generates fabric cooked data from particles information, this data will be used to create cloths instances.
//! Cooking a fabric can be computationally expensive when using many particles and indices. When possible,
//! cook at asset processing time (asset builders) to have it ready at runtime.
//!
//! @param particles List of particles, which are composed of positions and inverse masses.
//! @param indices List of triangles' indices.
//! @param fabricGravity Gravity value to use to cook the fabric.
//! @param useGeodesicTether Whether use geodesic distance (using triangle adjacencies) or vertex distance when calculating tether constraints.
//! Using geodesic distance is more expensive during the cooking process, but it results in a more realistic cloth
//! behavior when applying tether constraints.
//! @return The fabric cooked data or nullopt if cooking process failed.
virtual AZStd::optional<FabricCookedData> CookFabric(
const AZStd::vector<SimParticleFormat>& particles,
const AZStd::vector<SimIndexType>& indices,
const AZ::Vector3& fabricGravity = AZ::Vector3(0.0f, 0.0f, -9.81f),
bool useGeodesicTether = true) = 0;
//! Simplifies a list of particles by welding vertices that are in the same location.
//! Graphical meshes often have duplicated vertices for texture rendering, this is not
//! suitable for a physically simulated mesh where the mesh topology is essential.
//!
//! @param particles List of particles, which are composed of positions and inverse masses.
//! @param indices List of triangles' indices.
//! @param simplifiedParticles New simplified list of particles.
//! @param simplifiedIndices New simplified list of triangles' indices.
//! @param remappedVertices Mapping of vertices between the mesh and the simplified mesh.
//! A negative element means the vertex has been removed.
//! @param removeStaticTriangles When true it removes triangles whose particles are all static.
virtual void SimplifyMesh(
const AZStd::vector<SimParticleFormat>& particles,
const AZStd::vector<SimIndexType>& indices,
AZStd::vector<SimParticleFormat>& simplifiedParticles,
AZStd::vector<SimIndexType>& simplifiedIndices,
AZStd::vector<int>& remappedVertices,
bool removeStaticTriangles = true) = 0;
};
} // namespace NvCloth