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o3de/Gems/NvCloth/Code/Source/Components/ClothComponentMesh/ClothConstraints.h

77 lines
2.7 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/std/smart_ptr/unique_ptr.h>
#include <AzCore/Component/EntityId.h>
#include <NvCloth/Types.h>
namespace NvCloth
{
//! Manages motion and separation constraints for cloth.
class ClothConstraints
{
public:
AZ_TYPE_INFO(ClothConstraints, "{EB14ED7C-37FD-4CA3-9137-EC6590712E50}");
static AZStd::unique_ptr<ClothConstraints> Create(
const AZStd::vector<float>& motionConstraintsData,
const float motionConstraintsMaxDistance,
const AZStd::vector<AZ::Vector2>& backstopData,
const float backstopMaxRadius,
const float backstopMaxBackOffset,
const float backstopMaxFrontOffset,
const AZStd::vector<SimParticleFormat>& simParticles,
const AZStd::vector<SimIndexType>& simIndices,
const AZStd::vector<int>& meshRemappedVertices);
ClothConstraints() = default;
void CalculateConstraints(
const AZStd::vector<SimParticleFormat>& simParticles,
const AZStd::vector<SimIndexType>& simIndices);
const AZStd::vector<AZ::Vector4>& GetMotionConstraints() const;
const AZStd::vector<AZ::Vector4>& GetSeparationConstraints() const;
void SetMotionConstraintMaxDistance(float distance);
void SetBackstopMaxRadius(float radius);
void SetBackstopMaxOffsets(float backOffset, float frontOffset);
private:
void CalculateMotionConstraints();
void CalculateSeparationConstraints();
AZ::Vector3 CalculateBackstopSpherePosition(
const AZ::Vector3& position,
const AZ::Vector3& normal,
float offset,
float radius) const;
// Simulation Particles
AZStd::vector<SimParticleFormat> m_simParticles;
// Motion constraints data
AZStd::vector<float> m_motionConstraintsData;
float m_motionConstraintsMaxDistance = 0.0f;
// Backstop data
AZStd::vector<AZ::Vector2> m_backstopData;
float m_backstopMaxRadius = 0.0f;
float m_backstopMaxBackOffset = 0.0f;
float m_backstopMaxFrontOffset = 0.0f;
AZStd::vector<AZ::Vector3> m_normals;
// The current positions and radius of motion constraints.
AZStd::vector<AZ::Vector4> m_motionConstraints;
// The current positions and radius of separation constraints.
AZStd::vector<AZ::Vector4> m_separationConstraints;
};
} // namespace NvCloth