public static VertexGrid CreateGrid(int rows, int columns) { int numVertsX = rows + 1; int numVertsZ = columns + 1; VertexGrid grid = new VertexGrid(new Vector3[numVertsX * numVertsZ], new int[rows * columns * 2 * 3]); { for (int r = 0; r < numVertsX; r++) { for (int c = 0; c < numVertsZ; c++) { grid.Points[r * numVertsZ + c] = new Vector3(r, 0, c); } } } { int count = 0; int vi = 0; for (int z = 0; z < columns; z++) { for (int x = 0; x < rows; x++) { // First triangle grid.Indices[count++] = vi; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX; // Second triangle grid.Indices[count++] = vi + numVertsX; grid.Indices[count++] = vi + 1; grid.Indices[count++] = vi + numVertsX + 1; vi++; } vi++; } } return grid; }
public static VertexGrid CreateGrid(int rows, int columns) { int numVertsX = rows + 1; int numVertsZ = columns + 1; VertexGrid grid = new VertexGrid(new Vector3[numVertsX * numVertsZ], new int[rows * columns * 2 * 3]); { for (int r = 0; r < numVertsX; r++) { for (int c = 0; c < numVertsZ; c++) { grid.Points[r * numVertsZ + c] = new Vector3(r, 0, c); } } } { int count = 0; int vIndex = 0; for (int z = 0; z < columns; z++) { for (int x = 0; x < rows; x++) { // first triangle grid.Indices[count++] = vIndex; grid.Indices[count++] = vIndex + 1; grid.Indices[count++] = vIndex + numVertsX; // second triangle grid.Indices[count++] = vIndex + numVertsX; grid.Indices[count++] = vIndex + 1; grid.Indices[count++] = vIndex + numVertsX + 1; vIndex++; } vIndex++; } } return(grid); }
protected override void LoadPhysics(Scene scene) { int w = 25; int h = 25; float hw = w / 2.0f; float hh = h / 2.0f; Vector3 p = new Vector3(0, 20, 0); // Create a Grid of Points int vertices, indices; ClothMesh clothMesh; { var grid = VertexGrid.CreateGrid(w, h); vertices = grid.Points.Length; indices = grid.Indices.Length; ClothMeshDescription clothMeshDesc = new ClothMeshDescription(); clothMeshDesc.AllocateVertices <Vector3>(vertices); clothMeshDesc.AllocateTriangles <int>(indices / 3); clothMeshDesc.VertexCount = vertices; clothMeshDesc.TriangleCount = indices / 3; clothMeshDesc.VerticesStream.SetData(grid.Points); clothMeshDesc.TriangleStream.SetData(grid.Indices); // We are using 32 bit integers for our indices, so make sure the 16 bit flag is removed. // 32 bits are the default, so this isn't technically needed, but it's good to show in a sample clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; clothMeshDesc.Flags |= (MeshFlag)((int)clothMeshDesc.Flags | (int)ClothMeshFlag.Tearable); // Write the cooked data to memory using (var memoryStream = new MemoryStream()) { Cooking.InitializeCooking(); Cooking.CookClothMesh(clothMeshDesc, memoryStream); Cooking.CloseCooking(); // Need to reset the position of the stream to the beginning memoryStream.Position = 0; clothMesh = Engine.Core.CreateClothMesh(memoryStream); } } // int j = vertices * 2; int k = indices * 3; var clothDesc = new ClothDescription() { ClothMesh = clothMesh, GlobalPose = Matrix.Translation(-hw, 0, -hh) * Matrix.Translation(p), Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization | ClothFlag.Tearable, BendingStiffness = 0.1f, TearFactor = 1.5f }; clothDesc.MeshData.AllocatePositions <Vector3>(j); clothDesc.MeshData.AllocateIndices <int>(k); clothDesc.MeshData.AllocateNormals <Vector3>(j); clothDesc.MeshData.MaximumVertices = j; clothDesc.MeshData.MaximumIndices = k; clothDesc.MeshData.NumberOfVertices = vertices; clothDesc.MeshData.NumberOfIndices = indices; _cloth = scene.CreateCloth(clothDesc); // // Four corner boxes to hold it in place var positions = new[] { new Vector3(0, 0, -hh), // Back new Vector3(0, 0, hh), // Front new Vector3(-hw, 0, 0), // Left new Vector3(hw, 0, 0), // Right }; var sizes = new[] { new Vector3(w, 1, 1), // Back new Vector3(w, 1, 1), // Front new Vector3(1, 1, h), // Left new Vector3(1, 1, h), //Right }; for (int i = 0; i < 4; i++) { var actorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(positions[i] + p), Shapes = { new BoxShapeDescription(sizes[i]) } }; var actor = scene.CreateActor(actorDesc); _cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0); } // // Something to drop on it { var actorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(0, 100, 0), Shapes = { new SphereShapeDescription(2) }, BodyDescription = new BodyDescription(50) }; var actor = scene.CreateActor(actorDesc); } }
public static PhysX.Cloth FlagOfCloth(Scene scene) { Core core = scene.Core; // Create a Grid of Points VertexGrid grid = VertexGrid.CreateGrid(10, 10); ClothMeshDescription clothMeshDesc = new ClothMeshDescription(); clothMeshDesc.AllocateVertices <Vector3>(grid.Points.Length); clothMeshDesc.AllocateTriangles <int>(grid.Indices.Length / 3); clothMeshDesc.VertexCount = grid.Points.Length; clothMeshDesc.TriangleCount = grid.Indices.Length / 3; clothMeshDesc.VerticesStream.SetData(grid.Points); clothMeshDesc.TriangleStream.SetData(grid.Indices); // We are using 32 bit integers, so make sure the 16 bit flag is removed. // 32 bits are the default, so this isn't technically needed clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; // Write the cooked data to memory MemoryStream memoryStream = new MemoryStream(); Cooking.InitializeCooking(); Cooking.CookClothMesh(clothMeshDesc, memoryStream); Cooking.CloseCooking(); // Need to reset the position of the stream to the beginning memoryStream.Position = 0; ClothMesh clothMesh = core.CreateClothMesh(memoryStream); // ClothDescription clothDesc = new ClothDescription() { ClothMesh = clothMesh, Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, GlobalPose = Matrix.RotationYawPitchRoll(0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f) * Matrix.Translation(0, 20, 0) }; clothDesc.MeshData.AllocatePositions <Vector3>(grid.Points.Length); clothDesc.MeshData.AllocateIndices <int>(grid.Indices.Length); clothDesc.MeshData.MaximumVertices = grid.Points.Length; clothDesc.MeshData.MaximumIndices = grid.Indices.Length; clothDesc.MeshData.NumberOfVertices = grid.Points.Length; clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; var flag = scene.CreateCloth(clothDesc); // Flag Pole ActorDescription flagPoleActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(0, 10, 0), Shapes = { new BoxShapeDescription(1.0f, 20.0f, 1.0f) } }; Actor flagPoleActor = scene.CreateActor(flagPoleActorDesc); flag.AttachToShape(flagPoleActor.Shapes[0], 0); flag.WindAcceleration = new Vector3(10, 10, 10); flag.BendingStiffness = 0.1f; return(flag); }