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| author | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
|---|---|---|
| committer | mtamis <[email protected]> | 2017-02-15 16:06:25 +0100 |
| commit | 85305930aeeb1d513e23522bd91f29ba81aa6d14 (patch) | |
| tree | 45f1bb20a45a300d1fef107e436cac95602a0e57 /NvCloth/src/SwCloth.h | |
| download | nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.zip | |
NvCloth library v1.0.0
Diffstat (limited to 'NvCloth/src/SwCloth.h')
| -rw-r--r-- | NvCloth/src/SwCloth.h | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/NvCloth/src/SwCloth.h b/NvCloth/src/SwCloth.h new file mode 100644 index 0000000..2730d9d --- /dev/null +++ b/NvCloth/src/SwCloth.h @@ -0,0 +1,203 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once + +#include "NvCloth/Range.h" +#include "NvCloth/PhaseConfig.h" +#include "MovingAverage.h" +#include "IndexPair.h" +#include "Vec4T.h" +#include <foundation/PxVec4.h> +#include <foundation/PxVec3.h> +#include <foundation/PxTransform.h> + +namespace nv +{ + +namespace cloth +{ + +class SwFabric; +class SwFactory; + +struct SwConstraints +{ + void pop() + { + if (!mTarget.empty()) + { + mStart.swap(mTarget); + mTarget.resize(0); + } + } + + Vector<physx::PxVec4>::Type mStart; + Vector<physx::PxVec4>::Type mTarget; +}; + +class SwCloth +{ + SwCloth& operator = (const SwCloth&); // not implemented + struct SwContextLock + { + SwContextLock(const SwFactory&) + { + } + }; + + public: + typedef SwFactory FactoryType; + typedef SwFabric FabricType; + typedef SwContextLock ContextLockType; + + typedef Vector<physx::PxVec3>::Type& MappedVec3fVectorType; + typedef Vector<physx::PxVec4>::Type& MappedVec4fVectorType; + typedef Vector<IndexPair>::Type& MappedIndexVectorType; + typedef Vector<uint32_t>::Type& MappedMaskVectorType; + + SwCloth(SwFactory&, SwFabric&, Range<const physx::PxVec4>); + SwCloth(SwFactory&, const SwCloth&); + ~SwCloth(); // not virtual on purpose + + public: + bool isSleeping() const + { + return mSleepPassCounter >= mSleepAfterCount; + } + void wakeUp() + { + mSleepPassCounter = 0; + } + + void notifyChanged() + { + } + + void setParticleBounds(const float*); + + Range<physx::PxVec4> push(SwConstraints&); + static void clear(SwConstraints&); + + static Range<const physx::PxVec3> clampTriangleCount(Range<const physx::PxVec3>, uint32_t); + + public: + SwFactory& mFactory; + SwFabric& mFabric; + + bool mClothCostDirty; + + // current and previous-iteration particle positions + Vector<physx::PxVec4>::Type mCurParticles; + Vector<physx::PxVec4>::Type mPrevParticles; + + physx::PxVec3 mParticleBoundsCenter; + physx::PxVec3 mParticleBoundsHalfExtent; + + physx::PxVec3 mGravity; + physx::PxVec3 mLogDamping; + physx::PxVec3 mLinearLogDrag; + physx::PxVec3 mAngularLogDrag; + physx::PxVec3 mLinearInertia; + physx::PxVec3 mAngularInertia; + physx::PxVec3 mCentrifugalInertia; + float mSolverFrequency; + float mStiffnessFrequency; + + physx::PxTransform mTargetMotion; + physx::PxTransform mCurrentMotion; + physx::PxVec3 mLinearVelocity; + physx::PxVec3 mAngularVelocity; + + float mPrevIterDt; + MovingAverage mIterDtAvg; + + Vector<PhaseConfig>::Type mPhaseConfigs; // transformed! + + // tether constraints stuff + float mTetherConstraintLogStiffness; + float mTetherConstraintScale; + + // motion constraints stuff + SwConstraints mMotionConstraints; + float mMotionConstraintScale; + float mMotionConstraintBias; + float mMotionConstraintLogStiffness; + + // separation constraints stuff + SwConstraints mSeparationConstraints; + + // particle acceleration stuff + Vector<physx::PxVec4>::Type mParticleAccelerations; + + // wind + physx::PxVec3 mWind; + float mDragLogCoefficient; + float mLiftLogCoefficient; + + // collision stuff + Vector<IndexPair>::Type mCapsuleIndices; + Vector<physx::PxVec4>::Type mStartCollisionSpheres; + Vector<physx::PxVec4>::Type mTargetCollisionSpheres; + Vector<uint32_t>::Type mConvexMasks; + Vector<physx::PxVec4>::Type mStartCollisionPlanes; + Vector<physx::PxVec4>::Type mTargetCollisionPlanes; + Vector<physx::PxVec3>::Type mStartCollisionTriangles; + Vector<physx::PxVec3>::Type mTargetCollisionTriangles; + bool mEnableContinuousCollision; + float mCollisionMassScale; + float mFriction; + + // virtual particles + Vector<Vec4us>::Type mVirtualParticleIndices; + Vector<physx::PxVec4>::Type mVirtualParticleWeights; + uint32_t mNumVirtualParticles; + + // self collision + float mSelfCollisionDistance; + float mSelfCollisionLogStiffness; + + Vector<uint32_t>::Type mSelfCollisionIndices; + + Vector<physx::PxVec4>::Type mRestPositions; + + // sleeping + uint32_t mSleepTestInterval; // how often to test for movement + uint32_t mSleepAfterCount; // number of tests to pass before sleep + float mSleepThreshold; // max movement delta to pass test + uint32_t mSleepPassCounter; // how many tests passed + uint32_t mSleepTestCounter; // how many iterations since tested + + // unused for CPU simulation + void* mUserData; + +}; + +} // namespace cloth +} |