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RavEngine
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Represents a FEM softbody including everything to calculate its definition like geometry and material properties. More...
#include <PxSoftBody.h>
Public Member Functions | |
| virtual void | setSoftBodyFlag (PxSoftBodyFlag::Enum flag, bool val)=0 |
| Set a single softbody flag. | |
| virtual void | setSoftBodyFlags (PxSoftBodyFlags flags)=0 |
| Set the softbody flags. | |
| virtual PxSoftBodyFlags | getSoftBodyFlag () const =0 |
| Get the softbody flags. | |
| virtual void | setParameter (const PxFEMParameters parameters)=0 |
| Set parameter for FEM internal solve. | |
| virtual PxFEMParameters | getParameter () const =0 |
| Get parameter for FEM internal solve. | |
| virtual void | readData (PxSoftBodyData::Enum flags, PxBuffer &buffer, bool flush=false)=0 |
| Issues a read command to the PxSoftBody. | |
| virtual void | readData (PxSoftBodyData::Enum flags, bool flush=false)=0 |
| Issues a read command to the PxSoftBody. | |
| virtual void | writeData (PxSoftBodyData::Enum flags, PxBuffer &buffer, bool flush=false)=0 |
| Issues a write command to the PxSoftBody. | |
| virtual void | writeData (PxSoftBodyData::Enum flags, bool flush=false)=0 |
| Issues a write command to the PxSoftBody. | |
| virtual PxCudaContextManager * | getCudaContextManager () const =0 |
| Return the cuda context manager. | |
| virtual void | setWakeCounter (PxReal wakeCounterValue)=0 |
| Sets the wake counter for the soft body. | |
| virtual PxReal | getWakeCounter () const =0 |
| Returns the wake counter of the soft body. | |
| virtual bool | isSleeping () const =0 |
| Returns true if this soft body is sleeping. | |
| virtual void | setSolverIterationCounts (PxU32 minPositionIters, PxU32 minVelocityIters=1)=0 |
| Sets the solver iteration counts for the body. | |
| virtual void | getSolverIterationCounts (PxU32 &minPositionIters, PxU32 &minVelocityIters) const =0 |
| Retrieves the solver iteration counts. | |
| virtual PxShape * | getShape ()=0 |
| Retrieves the shape pointer belonging to the actor. | |
| virtual PxTetrahedronMesh * | getCollisionMesh ()=0 |
| Retrieve the collision mesh pointer. | |
| virtual PxTetrahedronMesh * | getSimulationMesh ()=0 |
| Retrieves the simulation mesh pointer. | |
| virtual PxSoftBodyAuxData * | getSoftBodyAuxData ()=0 |
| Retrieves the simulation state pointer. | |
| virtual bool | attachShape (PxShape &shape)=0 |
| Attaches a shape. | |
| virtual bool | attachSimulationMesh (PxTetrahedronMesh &simulationMesh, PxSoftBodyAuxData &softBodyAuxData)=0 |
| Attaches a simulation mesh. | |
| virtual void | detachShape ()=0 |
| Detaches the shape. | |
| virtual void | detachSimulationMesh ()=0 |
| Detaches the simulation mesh. | |
| virtual void | release ()=0 |
| Releases the softbody. | |
| virtual void | addParticleFilter (PxPBDParticleSystem *particlesystem, const PxParticleBuffer *buffer, PxU32 particleId, PxU32 tetId)=0 |
| Creates a collision filter between a particle and a tetrahedron in the soft body's collision mesh. | |
| virtual void | removeParticleFilter (PxPBDParticleSystem *particlesystem, const PxParticleBuffer *buffer, PxU32 particleId, PxU32 tetId)=0 |
| Removes a collision filter between a particle and a tetrahedron in the soft body's collision mesh. | |
| virtual PxU32 | addParticleAttachment (PxPBDParticleSystem *particlesystem, const PxParticleBuffer *buffer, PxU32 particleId, PxU32 tetId, const PxVec4 &barycentric)=0 |
| Creates an attachment between a particle and a soft body. Be aware that destroying the particle system before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the particle system does not. | |
| virtual void | removeParticleAttachment (PxPBDParticleSystem *particlesystem, PxU32 handle)=0 |
| Removes an attachment between a particle and a soft body. Be aware that destroying the particle system before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the particle system does not. | |
| virtual void | addRigidFilter (PxRigidActor *actor, PxU32 vertId)=0 |
| Creates a collision filter between a vertex in a soft body and a rigid body. | |
| virtual void | removeRigidFilter (PxRigidActor *actor, PxU32 vertId)=0 |
| Removes a collision filter between a vertex in a soft body and a rigid body. | |
| virtual PxU32 | addRigidAttachment (PxRigidActor *actor, PxU32 vertId, const PxVec3 &actorSpacePose, PxConeLimitedConstraint *constraint=NULL)=0 |
| Creates a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not. | |
| virtual void | removeRigidAttachment (PxRigidActor *actor, PxU32 handle)=0 |
| Releases a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not. | |
| virtual void | addTetRigidFilter (PxRigidActor *actor, PxU32 tetIdx)=0 |
| Creates collision filter between a tetrahedron in a soft body and a rigid body. | |
| virtual void | removeTetRigidFilter (PxRigidActor *actor, PxU32 tetIdx)=0 |
| Removes collision filter between a tetrahedron in a soft body and a rigid body. | |
| virtual PxU32 | addTetRigidAttachment (PxRigidActor *actor, PxU32 tetIdx, const PxVec4 &barycentric, const PxVec3 &actorSpacePose, PxConeLimitedConstraint *constraint=NULL)=0 |
| Creates a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not. | |
| virtual void | addSoftBodyFilter (PxSoftBody *otherSoftBody, PxU32 otherTetIdx, PxU32 tetIdx1)=0 |
| Creates collision filter between a tetrahedron in a soft body and a tetrahedron in another soft body. | |
| virtual void | removeSoftBodyFilter (PxSoftBody *otherSoftBody, PxU32 otherTetIdx, PxU32 tetIdx1)=0 |
| Removes collision filter between a tetrahedron in a soft body and a tetrahedron in other soft body. | |
| virtual void | addSoftBodyFilters (PxSoftBody *otherSoftBody, PxU32 *otherTetIndices, PxU32 *tetIndices, PxU32 tetIndicesSize)=0 |
| Creates collision filters between a tetrahedron in a soft body with another soft body. | |
| virtual void | removeSoftBodyFilters (PxSoftBody *otherSoftBody, PxU32 *otherTetIndices, PxU32 *tetIndices, PxU32 tetIndicesSize)=0 |
| Removes collision filters between a tetrahedron in a soft body with another soft body. | |
| virtual PxU32 | addSoftBodyAttachment (PxSoftBody *softbody0, PxU32 tetIdx0, const PxVec4 &tetBarycentric0, PxU32 tetIdx1, const PxVec4 &tetBarycentric1, PxConeLimitedConstraint *constraint=NULL)=0 |
| Creates an attachment between two soft bodies. | |
| virtual void | removeSoftBodyAttachment (PxSoftBody *softbody0, PxU32 handle)=0 |
| Releases an attachment between a soft body and the other soft body. Be aware that destroying the soft body before destroying the attachment is illegal and may cause a crash. | |
| virtual void | addClothFilter (PxFEMCloth *cloth, PxU32 triIdx, PxU32 tetIdx)=0 |
| Creates collision filter between a tetrahedron in a soft body and a triangle in a cloth. | |
| virtual void | removeClothFilter (PxFEMCloth *cloth, PxU32 triIdx, PxU32 tetIdx)=0 |
| Removes collision filter between a tetrahedron in a soft body and a triangle in a cloth. | |
| virtual PxU32 | addClothAttachment (PxFEMCloth *cloth, PxU32 triIdx, const PxVec4 &triBarycentric, PxU32 tetIdx, const PxVec4 &tetBarycentric, PxConeLimitedConstraint *constraint=NULL)=0 |
| Creates an attachment between a soft body and a cloth. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the cloth does not. | |
| virtual void | removeClothAttachment (PxFEMCloth *cloth, PxU32 handle)=0 |
| Releases an attachment between a cloth and a soft body. Be aware that destroying the cloth before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the cloth does not. | |
| virtual PxBuffer * | getSimPositionInvMassCPU ()=0 |
| Access to the vertices of the simulation mesh on the host. | |
| virtual PxBuffer * | getKinematicTargetCPU ()=0 |
| Access to the vertices of the simulation mesh on the host. | |
| virtual PxBuffer * | getSimVelocityInvMassCPU ()=0 |
| Access to the velocities of the simulation mesh on the host. | |
| virtual PxBuffer * | getPositionInvMassCPU ()=0 |
| Access to the vertices of the collision mesh on the host. | |
| virtual PxBuffer * | getRestPositionInvMassCPU ()=0 |
| Access to the rest vertices of the collision mesh on the host. | |
| virtual PxBounds3 | getWorldBounds (float inflation=1.01f) const =0 |
| Retrieves the axis aligned bounding box enclosing the soft body. | |
| virtual PxU32 | getGpuSoftBodyIndex ()=0 |
| Returns the GPU soft body index. | |
| virtual const char * | getConcreteTypeName () const PX_OVERRIDE |
| Returns string name of dynamic type. | |
Public Member Functions inherited from physx::PxActor | |
| virtual PxActorType::Enum | getType () const =0 |
| Retrieves the type of actor. | |
| virtual PxScene * | getScene () const =0 |
| Retrieves the scene which this actor belongs to. | |
| virtual void | setName (const char *name)=0 |
| Sets a name string for the object that can be retrieved with getName(). | |
| virtual const char * | getName () const =0 |
| Retrieves the name string set with setName(). | |
| virtual void | setActorFlag (PxActorFlag::Enum flag, bool value)=0 |
| Raises or clears a particular actor flag. | |
| virtual void | setActorFlags (PxActorFlags inFlags)=0 |
| Sets the actor flags. | |
| virtual PxActorFlags | getActorFlags () const =0 |
| Reads the PxActor flags. | |
| virtual void | setDominanceGroup (PxDominanceGroup dominanceGroup)=0 |
| Assigns dynamic actors a dominance group identifier. | |
| virtual PxDominanceGroup | getDominanceGroup () const =0 |
| Retrieves the value set with setDominanceGroup(). | |
| virtual void | setOwnerClient (PxClientID inClient)=0 |
| Sets the owner client of an actor. | |
| virtual PxClientID | getOwnerClient () const =0 |
| Returns the owner client that was specified at creation time. | |
| virtual PxAggregate * | getAggregate () const =0 |
| Retrieves the aggregate the actor might be a part of. | |
Public Member Functions inherited from physx::PxBase | |
| template<class T > | |
| T * | is () |
| template<class T > | |
| const T * | is () const |
| PX_FORCE_INLINE PxType | getConcreteType () const |
| Returns concrete type of object. | |
| PX_FORCE_INLINE void | setBaseFlag (PxBaseFlag::Enum flag, bool value) |
| Set PxBaseFlag | |
| PX_FORCE_INLINE void | setBaseFlags (PxBaseFlags inFlags) |
| Set PxBaseFlags | |
| PX_FORCE_INLINE PxBaseFlags | getBaseFlags () const |
| Returns PxBaseFlags. | |
| virtual bool | isReleasable () const |
| Whether the object is subordinate. | |
Protected Member Functions | |
| PX_INLINE | PxSoftBody (PxType concreteType, PxBaseFlags baseFlags) |
| PX_INLINE | PxSoftBody (PxBaseFlags baseFlags) |
| virtual bool | isKindOf (const char *name) const PX_OVERRIDE |
| Returns whether a given type name matches with the type of this instance. | |
Protected Member Functions inherited from physx::PxActor | |
| PX_INLINE | PxActor (PxType concreteType, PxBaseFlags baseFlags) |
| PX_INLINE | PxActor (PxBaseFlags baseFlags) |
Protected Member Functions inherited from physx::PxBase | |
| PX_INLINE | PxBase (PxType concreteType, PxBaseFlags baseFlags) |
| Constructor setting concrete type and base flags. | |
| PX_INLINE | PxBase (PxBaseFlags baseFlags) |
| Deserialization constructor setting base flags. | |
| virtual | ~PxBase () |
| Destructor. | |
| template<class T > | |
| bool | typeMatch () const |
Additional Inherited Members | |
Public Attributes inherited from physx::PxActor | |
| void * | userData |
| user can assign this to whatever, usually to create a 1:1 relationship with a user object. | |
Protected Attributes inherited from physx::PxBase | |
| PxType | mConcreteType |
| PxBaseFlags | mBaseFlags |
| PxU32 | mBuiltInRefCount |
Represents a FEM softbody including everything to calculate its definition like geometry and material properties.
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pure virtual |
Creates an attachment between a soft body and a cloth. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the cloth does not.
This method attaches a point inside a tetrahedron of the collision mesh to a cloth.
| [in] | cloth | The cloth actor used for the attachment |
| [in] | triIdx | The index of a triangle in the cloth mesh that contains the point to be attached to the soft body |
| [in] | triBarycentric | The barycentric coordinates of the attachment point inside the triangle specified by triangleIdx |
| [in] | tetIdx | The index of a tetrahedron in the softbody's collision mesh that contains the point to be attached to the cloth |
| [in] | tetBarycentric | The barycentric coordinates of the attachment point inside the tetrahedron specified by tetIdx |
| [in] | constraint | The user defined cone distance limit constraint to limit the movement between a triangle in the fem cloth and a tet in the soft body. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates collision filter between a tetrahedron in a soft body and a triangle in a cloth.
| [in] | cloth | The cloth actor used for collision filter |
| [in] | triIdx | The index of the triangle in the cloth mesh to be filtered. |
| [in] | tetIdx | The index of the tetrahedron in the softbody's collision mesh to be filtered. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates an attachment between a particle and a soft body. Be aware that destroying the particle system before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the particle system does not.
| [in] | particlesystem | The particle system used for the attachment |
| [in] | buffer | The PxParticleBuffer to which the particle belongs to. |
| [in] | particleId | The particle that is attached to a tetrahedron in the soft body's collision mesh. |
| [in] | tetId | The tetrahedron in the soft body's collision mesh to attach the particle to. |
| [in] | barycentric | The barycentric coordinates of the particle attachment position with respect to the tetrahedron specified with tetId. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates a collision filter between a particle and a tetrahedron in the soft body's collision mesh.
| [in] | particlesystem | The particle system used for the collision filter |
| [in] | buffer | The PxParticleBuffer to which the particle belongs to. |
| [in] | particleId | The particle whose collisions with the tetrahedron in the soft body are filtered. |
| [in] | tetId | The tetradedron in the soft body that is filtered. If tetId is PX_MAX_TETID, this particle will filter against all tetrahedra in this soft body |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not.
This method attaches a vertex on the soft body collision mesh to the rigid body.
| [in] | actor | The rigid body actor used for the attachment |
| [in] | vertId | The index of a vertex in the softbody's collision mesh that gets attached to the rigid body. |
| [in] | actorSpacePose | The location of the attachment point expressed in the rigid body's coordinate system. |
| [in] | constraint | The user defined cone distance limit constraint to limit the movement between a vertex in the soft body and rigid body. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates a collision filter between a vertex in a soft body and a rigid body.
| [in] | actor | The rigid body actor used for the collision filter |
| [in] | vertId | The index of a vertex in the softbody's collision mesh whose collisions with the rigid body are filtered. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates an attachment between two soft bodies.
This method attaches a point inside a tetrahedron of the collision mesh to a point in another soft body's tetrahedron collision mesh.
| [in] | softbody0 | The soft body actor used for the attachment |
| [in] | tetIdx0 | The index of a tetrahedron in the other soft body that contains the point to be attached to the soft body |
| [in] | tetBarycentric0 | The barycentric coordinates of the attachment point inside the tetrahedron specified by tetIdx0 |
| [in] | tetIdx1 | The index of a tetrahedron in the softbody's collision mesh that contains the point to be attached to the softbody0 |
| [in] | tetBarycentric1 | The barycentric coordinates of the attachment point inside the tetrahedron specified by tetIdx1 |
| [in] | constraint | The user defined cone distance limit constraint to limit the movement between tets. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates collision filter between a tetrahedron in a soft body and a tetrahedron in another soft body.
| [in] | otherSoftBody | The other soft body actor used for collision filter |
| [in] | otherTetIdx | The index of the tetrahedron in the other softbody's collision mesh to be filtered. |
| [in] | tetIdx1 | The index of the tetrahedron in the softbody's collision mesh to be filtered. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates collision filters between a tetrahedron in a soft body with another soft body.
| [in] | otherSoftBody | The other soft body actor used for collision filter |
| [in] | otherTetIndices | The indices of the tetrahedron in the other softbody's collision mesh to be filtered. |
| [in] | tetIndices | The indices of the tetrahedron of the softbody's collision mesh to be filtered. |
| [in] | tetIndicesSize | The size of tetIndices. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not.
This method attaches a point inside a tetrahedron of the collision to the rigid body.
| [in] | actor | The rigid body actor used for the attachment |
| [in] | tetIdx | The index of a tetrahedron in the softbody's collision mesh that contains the point to be attached to the rigid body |
| [in] | barycentric | The barycentric coordinates of the attachment point inside the tetrahedron specified by tetIdx |
| [in] | actorSpacePose | The location of the attachment point expressed in the rigid body's coordinate system. |
| [in] | constraint | The user defined cone distance limit constraint to limit the movement between a tet and rigid body. |
Implemented in physx::NpSoftBody.
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pure virtual |
Creates collision filter between a tetrahedron in a soft body and a rigid body.
| [in] | actor | The rigid body actor used for collision filter |
| [in] | tetIdx | The index of a tetrahedron in the softbody's collision mesh whose collisions with the rigid body is filtered. |
Implemented in physx::NpSoftBody.
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pure virtual |
Attaches a shape.
Attaches the shape to use for collision detection
| [in] | shape | The shape to use for collisions |
Implemented in physx::NpSoftBody.
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pure virtual |
Attaches a simulation mesh.
Attaches the simulation mesh (geometry) and a state containing inverse mass, rest pose etc. required to compute the softbody deformation.
| [in] | simulationMesh | The tetrahedral mesh used to compute the softbody's deformation |
| [in] | softBodyAuxData | A state that contain a mapping from simulation to collision mesh, volume information etc. |
Implemented in physx::NpSoftBody.
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pure virtual |
Detaches the shape.
Detaches the shape used for collision detection.
Implemented in physx::NpSoftBody.
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pure virtual |
Detaches the simulation mesh.
Detaches the simulation mesh and simulation state used to compute the softbody deformation.
Implemented in physx::NpSoftBody.
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pure virtual |
Retrieve the collision mesh pointer.
Allows to access the geometry of the tetrahedral mesh used to perform collision detection
Implemented in physx::NpSoftBody.
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inlinevirtual |
Returns string name of dynamic type.
Implements physx::PxBase.
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pure virtual |
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pure virtual |
Returns the GPU soft body index.
Implemented in physx::NpSoftBody.
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pure virtual |
Access to the vertices of the simulation mesh on the host.
Each element uses 4 float values containing position and inverseMass per vertex [x, y, z, inverseMass] The inverse mass must match the inverse mass in the simVelocityCPU buffer at the same index. A copy of this value is stored in the simVelocityCPU buffer to allow for faster access on the GPU. If the inverse masses in those two buffers don't match, the simulation may produce wrong results
Allows to access the CPU buffer of the simulation mesh's vertices
Implemented in physx::NpSoftBody.
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pure virtual |
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pure virtual |
Access to the vertices of the collision mesh on the host.
Each element uses 4 float values containing position and inverseMass per vertex [x, y, z, inverseMass] The inverse mass on the collision mesh has no effect, it can be set to an arbitrary value.
Allows to access the CPU buffer of the collision mesh's vertices
Implemented in physx::NpSoftBody.
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pure virtual |
Access to the rest vertices of the collision mesh on the host.
Each element uses 4 float values containing position and inverseMass per vertex [x, y, z, inverseMass] The inverse mass on the collision mesh has no effect, it can be set to an arbitrary value.
Allows to access the CPU buffer of the collision mesh's rest vertices
Implemented in physx::NpSoftBody.
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pure virtual |
Retrieves the shape pointer belonging to the actor.
Implemented in physx::NpSoftBody.
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pure virtual |
Access to the vertices of the simulation mesh on the host.
Each element uses 4 float values containing position and inverseMass per vertex [x, y, z, inverseMass] The inverse mass must match the inverse mass in the simVelocityCPU buffer at the same index. A copy of this value is stored in the simVelocityCPU buffer to allow for faster access on the GPU. If the inverse masses in those two buffers don't match, the simulation may produce wrong results
Allows to access the CPU buffer of the simulation mesh's vertices
Implemented in physx::NpSoftBody.
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pure virtual |
Retrieves the simulation mesh pointer.
Allows to access the geometry of the tetrahedral mesh used to compute the object's deformation
Implemented in physx::NpSoftBody.
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pure virtual |
Access to the velocities of the simulation mesh on the host.
Each element uses 4 float values containing velocity and inverseMass per vertex [x, y, z, inverseMass] The inverse mass must match the inverse mass in the simPositionInvMassCPU buffer at the same index. A copy of this value is stored in the simPositionInvMassCPU buffer to allow for faster access on the GPU. If the inverse masses in those two buffers don't match, the simulation may produce wrong results
Allows to access the CPU buffer of the simulation mesh's vertices
Implemented in physx::NpSoftBody.
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pure virtual |
Retrieves the simulation state pointer.
Allows to access the additional data of the simulation mesh (inverse mass, rest state etc.). The geometry part of the data is stored in the simulation mesh.
Implemented in physx::NpSoftBody.
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pure virtual |
|
pure virtual |
Retrieves the solver iteration counts.
Implemented in physx::NpSoftBody.
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pure virtual |
Returns the wake counter of the soft body.
Implemented in physx::NpSoftBody.
|
pure virtual |
Retrieves the axis aligned bounding box enclosing the soft body.
| [in] | inflation | Scale factor for computed world bounds. Box extents are multiplied by this value. |
Implements physx::PxActor.
Implemented in physx::NpSoftBody.
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inlineprotectedvirtual |
Returns whether a given type name matches with the type of this instance.
Reimplemented from physx::PxActor.
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pure virtual |
Returns true if this soft body is sleeping.
When an actor does not move for a period of time, it is no longer simulated in order to save time. This state is called sleeping. However, because the object automatically wakes up when it is either touched by an awake object, or a sleep-affecting property is changed by the user, the entire sleep mechanism should be transparent to the user.
A soft body can only go to sleep if all vertices are ready for sleeping. A soft body is guaranteed to be awake if at least one of the following holds:
If a soft body is sleeping, the following state is guaranteed:
When a soft body gets inserted into a scene, it will be considered asleep if all the points above hold, else it will be treated as awake.
Implemented in physx::NpSoftBody.
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pure virtual |
Issues a read command to the PxSoftBody.
Read operations are scheduled and then flushed in PxScene::simulate(). Read operations are known to be finished when PxBuffer::map() returns.
PxSoftBodyData::ePOSITION_INVMASS, PxSoftBodyData::eSIM_POSITION_INVMASS and PxSoftBodyData::eSIM_VELOCITY can be read from the PxSoftBody.
The data to read from the GPU is written to the corresponding cpu buffer that a softbody provides. Those cpu buffers are accessible through getPositionInvMassCPU(), getSimPositionInvMassCPU() or getSimVelocityInvMassCPU().
| [in] | flags | Specifies which PxSoftBody data to read from. |
| [in] | flush | If set to true the command gets executed immediately, otherwise it will get executed the next time copy commands are flushed. |
Implemented in physx::NpSoftBody.
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pure virtual |
Issues a read command to the PxSoftBody.
Read operations are scheduled and then flushed in PxScene::simulate(). Read operations are known to be finished when PxBuffer::map() returns.
PxSoftBodyData::ePOSITION_INVMASS, PxSoftBodyData::eSIM_POSITION_INVMASS and PxSoftBodyData::eSIM_VELOCITY can be read from the PxSoftBody.
The softbody class offers internal cpu buffers that can be used to hold the data. The cpu buffers are accessible through getPositionInvMassCPU(), getSimPositionInvMassCPU() and getSimVelocityInvMassCPU().
| [in] | flags | Specifies which PxSoftBody data to read from. |
| [in] | buffer | Specifies buffer to which data is written to. |
| [in] | flush | If set to true the command gets executed immediately, otherwise it will get executed the next time copy commands are flushed. |
Implemented in physx::NpSoftBody.
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pure virtual |
Releases the softbody.
Releases the softbody and frees its resources.
Implements physx::PxActor.
Implemented in physx::NpSoftBody.
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pure virtual |
Releases an attachment between a cloth and a soft body. Be aware that destroying the cloth before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the cloth does not.
This method removes a previously-created attachment between a point inside a collision mesh tetrahedron and a point inside a cloth mesh.
| [in] | cloth | The cloth actor used for the attachment |
| [in] | handle | Index that identifies the attachment. This handle gets returned by the addClothAttachment when the attachment is created |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes collision filter between a tetrahedron in a soft body and a triangle in a cloth.
| [in] | cloth | The cloth actor used for collision filter |
| [in] | triIdx | The index of the triangle in the cloth mesh to be filtered. |
| [in] | tetIdx | The index of the tetrahedron in the softbody's collision mesh to be filtered. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes an attachment between a particle and a soft body. Be aware that destroying the particle system before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the particle system does not.
| [in] | particlesystem | The particle system used for the attachment |
| [in] | handle | Index that identifies the attachment. This handle gets returned by the addParticleAttachment when the attachment is created |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes a collision filter between a particle and a tetrahedron in the soft body's collision mesh.
| [in] | particlesystem | The particle system used for the collision filter |
| [in] | buffer | The PxParticleBuffer to which the particle belongs to. |
| [in] | particleId | The particle whose collisions with the tetrahedron in the soft body are filtered. |
| [in] | tetId | The tetrahedron in the soft body is filtered. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Releases a rigid attachment between a soft body and a rigid body. Be aware that destroying the rigid body before destroying the attachment is illegal and may cause a crash. The soft body keeps track of these attachments but the rigid body does not.
This method removes a previously-created attachment between a vertex of the soft body collision mesh and the rigid body.
| [in] | actor | The rigid body actor used for the attachment |
| [in] | handle | Index that identifies the attachment. This handle gets returned by the addRigidAttachment when the attachment is created |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes a collision filter between a vertex in a soft body and a rigid body.
| [in] | actor | The rigid body actor used for the collision filter |
| [in] | vertId | The index of a vertex in the softbody's collision mesh whose collisions with the rigid body are filtered. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Releases an attachment between a soft body and the other soft body. Be aware that destroying the soft body before destroying the attachment is illegal and may cause a crash.
This method removes a previously-created attachment between a point inside a tetrahedron of the collision mesh to a point in another soft body's tetrahedron collision mesh.
| [in] | softbody0 | The softbody actor used for the attachment. |
| [in] | handle | Index that identifies the attachment. This handle gets returned by the addSoftBodyAttachment when the attachment is created. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes collision filter between a tetrahedron in a soft body and a tetrahedron in other soft body.
| [in] | otherSoftBody | The other soft body actor used for collision filter |
| [in] | otherTetIdx | The index of the other tetrahedron in the other softbody's collision mesh whose collision with the tetrahedron with the soft body is filtered. |
| [in] | tetIdx1 | The index of the tetrahedron in the softbody's collision mesh whose collision with the other tetrahedron with the other soft body is filtered. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes collision filters between a tetrahedron in a soft body with another soft body.
| [in] | otherSoftBody | The other soft body actor used for collision filter |
| [in] | otherTetIndices | The indices of the tetrahedron in the other softbody's collision mesh to be filtered. |
| [in] | tetIndices | The indices of the tetrahedron of the softbody's collision mesh to be filtered. |
| [in] | tetIndicesSize | The size of tetIndices. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Removes collision filter between a tetrahedron in a soft body and a rigid body.
| [in] | actor | The rigid body actor used for collision filter |
| [in] | tetIdx | The index of a tetrahedron in the softbody's collision mesh whose collisions with the rigid body is filtered. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Set parameter for FEM internal solve.
| [in] | parameters | The FEM parameters |
Implemented in physx::NpSoftBody.
|
pure virtual |
Set a single softbody flag.
| [in] | flag | The flag to set or clear |
| [in] | val | The new state of the flag |
Implemented in physx::NpSoftBody.
|
pure virtual |
Set the softbody flags.
| [in] | flags | The new softbody flags |
Implemented in physx::NpSoftBody.
|
pure virtual |
Sets the solver iteration counts for the body.
The solver iteration count determines how accurately deformation and contacts are resolved. If you are having trouble with softbodies that are not as stiff as they should be, then setting a higher position iteration count may improve the behavior.
If intersecting bodies are being depenetrated too violently, increase the number of velocity iterations.
Default: 4 position iterations, 1 velocity iteration
| [in] | minPositionIters | Minimal number of position iterations the solver should perform for this body. Range: [1,255] |
| [in] | minVelocityIters | Minimal number of velocity iterations the solver should perform for this body. Range: [1,255] |
Implemented in physx::NpSoftBody.
|
pure virtual |
Sets the wake counter for the soft body.
The wake counter value determines the minimum amount of time until the soft body can be put to sleep. Please note that a soft body will not be put to sleep if any vertex velocity is above the specified threshold or if other awake objects are touching it.
Default: 0.4 (which corresponds to 20 frames for a time step of 0.02)
| [in] | wakeCounterValue | Wake counter value. Range: [0, PX_MAX_F32) |
Implemented in physx::NpSoftBody.
|
pure virtual |
Issues a write command to the PxSoftBody.
Write operations are scheduled and then flushed in PxScene::simulate(). Write operations are known to be finished when PxScene::fetchResult() returns.
PxSoftBodyData::eSIM_POSITION_INVMASS and PxSoftBodyData::eSIM_VELOCITY can be written to the PxSoftBody. PxSoftBodyData::ePOSITION_INVMASS is read only, because the collision-mesh vertices are driven by the simulation-mesh vertices, which can be written to with PxSoftBodyData::eSIM_POSITION_INVMASS.
The data to write to the GPU is taken from the corresponding cpu buffer that a softbody provides. Those cpu buffers are accessible through getPositionInvMassCPU(), getSimPositionInvMassCPU() or getSimVelocityInvMassCPU().
| [in] | flags | Specifies which PxSoftBody data to write to. |
| [in] | flush | If set to true the command gets executed immediately, otherwise it will get executed the next time copy commands are flushed. |
Implemented in physx::NpSoftBody.
|
pure virtual |
Issues a write command to the PxSoftBody.
Write operations are scheduled and then flushed in PxScene::simulate(). Write operations are known to be finished when PxScene::fetchResult() returns.
PxSoftBodyData::eSIM_POSITION_INVMASS and PxSoftBodyData::eSIM_VELOCITY can be written to the PxSoftBody. PxSoftBodyData::ePOSITION_INVMASS is read only, because the collision-mesh vertices are driven by the simulation-mesh vertices, which can be written to with PxSoftBodyData::eSIM_POSITION_INVMASS.
The softbody class offers internal cpu buffers that can be used to hold the data. The cpu buffers are accessible through getPositionInvMassCPU(), getSimPositionInvMassCPU() and getSimVelocityInvMassCPU(). Consider to use the PxSoftBodyExt::commit() extension method if all buffers should get written.
| [in] | flags | Specifies which PxSoftBody data to write to. |
| [in] | buffer | Specifies buffer from which data is read. |
| [in] | flush | If set to true the command gets executed immediately, otherwise it will get executed the next time copy commands are flushed. |
Implemented in physx::NpSoftBody.