Add NvCloth for Linux
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@@ -724,6 +724,7 @@ void Cloth::CalculateInvMasses(Array<float>& invMasses)
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void Cloth::OnPreUpdate()
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{
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#if WITH_CLOTH
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// Get current skinned mesh pose for the simulation of the non-kinematic vertices
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if (auto* animatedModel = Cast<AnimatedModel>(GetParent()))
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{
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@@ -806,6 +807,7 @@ void Cloth::OnPreUpdate()
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PhysicsBackend::UnlockClothParticles(_cloth);
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}
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#endif
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}
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void Cloth::OnPostUpdate()
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BIN
Source/Platforms/Linux/Binaries/ThirdParty/x64/libNvCloth.a
(Stored with Git LFS)
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Normal file
BIN
Source/Platforms/Linux/Binaries/ThirdParty/x64/libNvCloth.a
(Stored with Git LFS)
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Normal file
Binary file not shown.
1
Source/ThirdParty/NvCloth/NvCloth.Build.cs
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1
Source/ThirdParty/NvCloth/NvCloth.Build.cs
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@@ -37,6 +37,7 @@ public class NvCloth : DepsModule
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case TargetPlatform.Android:
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case TargetPlatform.Mac:
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case TargetPlatform.iOS:
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case TargetPlatform.Linux:
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libName = "NvCloth";
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break;
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case TargetPlatform.Switch:
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@@ -89,6 +89,9 @@ namespace Flax.Deps.Dependencies
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case TargetPlatform.iOS:
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Build(options, platform, TargetArchitecture.ARM64);
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break;
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case TargetPlatform.Linux:
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Build(options, platform, TargetArchitecture.x64);
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break;
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}
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}
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@@ -157,6 +160,11 @@ namespace Flax.Deps.Dependencies
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cmakeName = "ios";
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binariesPrefix = "lib";
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break;
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case TargetPlatform.Linux:
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cmakeArgs += " -DTARGET_BUILD_PLATFORM=linux";
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cmakeName = "linux";
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binariesPrefix = "lib";
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break;
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default: throw new InvalidPlatformException(platform);
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}
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var cmakeFolder = Path.Combine(nvCloth, "compiler", "cmake", cmakeName);
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