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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/dx/DxCloth.h | |
| download | nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.tar.xz nvcloth-85305930aeeb1d513e23522bd91f29ba81aa6d14.zip | |
NvCloth library v1.0.0
Diffstat (limited to 'NvCloth/src/dx/DxCloth.h')
| -rw-r--r-- | NvCloth/src/dx/DxCloth.h | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/NvCloth/src/dx/DxCloth.h b/NvCloth/src/dx/DxCloth.h new file mode 100644 index 0000000..bde2bd6 --- /dev/null +++ b/NvCloth/src/dx/DxCloth.h @@ -0,0 +1,229 @@ +// 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 "DxClothData.h" +#include "DxContextLock.h" +#include "DxBatchedVector.h" +#include <foundation/PxVec4.h> +#include <foundation/PxVec3.h> +#include <foundation/PxTransform.h> + +namespace nv +{ +namespace cloth +{ + +class DxFabric; +class DxFactory; +struct DxClothData; + +struct DxConstraints +{ + DxConstraints::DxConstraints(DxBatchedStorage<physx::PxVec4>& storage) + : mStart(storage), mTarget(storage) + { + } + + void pop() + { + if (!mTarget.empty()) + { + mStart.swap(mTarget); + mTarget.resize(0); + } + } + + DxBatchedVector<physx::PxVec4> mStart; + DxBatchedVector<physx::PxVec4> mTarget; + Vector<physx::PxVec4>::Type mHostCopy; +}; + +class DxCloth : protected DxContextLock +{ + DxCloth(const DxCloth&); // not implemented + DxCloth& operator = (const DxCloth&); // not implemented + + public: + typedef DxFactory FactoryType; + typedef DxFabric FabricType; + typedef DxContextLock ContextLockType; + + template <typename> + struct MapTraits; + + typedef DxVectorMap<DxBatchedVector<physx::PxVec3> > MappedVec3fVectorType; + typedef DxVectorMap<DxBatchedVector<physx::PxVec4> > MappedVec4fVectorType; + typedef DxVectorMap<DxBatchedVector<IndexPair> > MappedIndexVectorType; + typedef DxVectorMap<DxBatchedVector<uint32_t> > MappedMaskVectorType; + + DxCloth(DxFactory&, DxFabric&, Range<const physx::PxVec4>); + DxCloth(DxFactory&, const DxCloth&); + ~DxCloth(); // not virtual on purpose + + public: + bool isSleeping() const + { + return mSleepPassCounter >= mSleepAfterCount; + } + void wakeUp() + { + mSleepPassCounter = 0; + } + + void notifyChanged(); + + bool updateClothData(DxClothData&); // expects acquired context + uint32_t getSharedMemorySize() const; // without particle data + + // expects transformed configs, doesn't call notifyChanged() + void setPhaseConfig(Range<const PhaseConfig>); + + Range<physx::PxVec4> push(DxConstraints&); + void clear(DxConstraints&); + + void mapParticles(); + void unmapParticles(); + + Range<const physx::PxVec3> clampTriangleCount(Range<const physx::PxVec3>, uint32_t); + + public: + DxFactory& mFactory; + DxFabric& mFabric; + + bool mClothDataDirty; + bool mClothCostDirty; + + // particle data + uint32_t mNumParticles; + DxBatchedVector<physx::PxVec4> mParticles; // cur, prev + DxBatchedVector<physx::PxVec4> mParticlesHostCopy; + physx::PxVec4* mParticlesMapPointer; + uint32_t mParticlesMapRefCount; + + bool mDeviceParticlesDirty; + bool mHostParticlesDirty; + + 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; + + DxBatchedVector<DxPhaseConfig> mPhaseConfigs; + Vector<PhaseConfig>::Type mHostPhaseConfigs; + + // tether constraints stuff + float mTetherConstraintLogStiffness; + float mTetherConstraintScale; + + // motion constraints stuff + DxConstraints mMotionConstraints; + float mMotionConstraintScale; + float mMotionConstraintBias; + float mMotionConstraintLogStiffness; + + // separation constraints stuff + DxConstraints mSeparationConstraints; + + // particle acceleration stuff + DxBatchedVector<physx::PxVec4> mParticleAccelerations; + Vector<physx::PxVec4>::Type mParticleAccelerationsHostCopy; + + // wind + physx::PxVec3 mWind; + float mDragLogCoefficient; + float mLiftLogCoefficient; + + // collision stuff + DxBatchedVector<IndexPair> mCapsuleIndices; + DxBatchedVector<physx::PxVec4> mStartCollisionSpheres; + DxBatchedVector<physx::PxVec4> mTargetCollisionSpheres; + DxBatchedVector<uint32_t> mConvexMasks; + DxBatchedVector<physx::PxVec4> mStartCollisionPlanes; + DxBatchedVector<physx::PxVec4> mTargetCollisionPlanes; + DxBatchedVector<physx::PxVec3> mStartCollisionTriangles; + DxBatchedVector<physx::PxVec3> mTargetCollisionTriangles; + bool mEnableContinuousCollision; + float mCollisionMassScale; + float mFriction; + + // virtual particles + DxDeviceVector<uint32_t> mVirtualParticleSetSizes; + DxDeviceVector<Vec4us> mVirtualParticleIndices; + DxDeviceVector<physx::PxVec4> mVirtualParticleWeights; + + // self collision + float mSelfCollisionDistance; + float mSelfCollisionLogStiffness; + + DxBatchedVector<physx::PxVec4> mRestPositions; + DxBatchedVector<uint32_t> mSelfCollisionIndices; + Vector<uint32_t>::Type mSelfCollisionIndicesHost; + + DxBatchedVector<physx::PxVec4> mSelfCollisionParticles; + // 2x(key) per particle + cellStart (8322) + DxBatchedVector<uint32_t> mSelfCollisionData; + + bool mInitSelfCollisionData; + + // 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 + + uint32_t mSharedMemorySize; + + void* mUserData; +}; +} +} |