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authormtamis <[email protected]>2017-02-15 16:06:25 +0100
committermtamis <[email protected]>2017-02-15 16:06:25 +0100
commit85305930aeeb1d513e23522bd91f29ba81aa6d14 (patch)
tree45f1bb20a45a300d1fef107e436cac95602a0e57 /NvCloth/src/SwCloth.h
downloadnvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz
nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.zip
NvCloth library v1.0.0
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+// 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
+}