diff options
| author | Marijn Tamis <[email protected]> | 2017-07-03 11:49:08 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2017-07-03 11:49:08 +0200 |
| commit | cfa944ded7370fb5f22b1fb894ecf6b9bd3f7381 (patch) | |
| tree | 5cc014922d20561d87105d279b6f7eb3e628c6d9 /NvCloth | |
| parent | Fix windows line endings in github. (diff) | |
| download | nvcloth-1.1.1.tar.xz nvcloth-1.1.1.zip | |
NvCloth 1.1.1 Release. (22392725)v1.1.1
Diffstat (limited to 'NvCloth')
29 files changed, 251 insertions, 56 deletions
diff --git a/NvCloth/CmakeGenerateProjects.bat b/NvCloth/CmakeGenerateProjects.bat index a5891c9..fe50f54 100644 --- a/NvCloth/CmakeGenerateProjects.bat +++ b/NvCloth/CmakeGenerateProjects.bat @@ -30,38 +30,38 @@ REM Generate projects here rmdir /s /q compiler\vc11win32-cmake\ mkdir compiler\vc11win32-cmake\ pushd compiler\vc11win32-cmake\ -cmake ..\cmake\windows -G "Visual Studio 11 2012" -AWin32 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc11win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win32-cmake +cmake ..\cmake\windows -G "Visual Studio 11 2012" -AWin32 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc11win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win32-cmake popd rmdir /s /q compiler\vc11win64-cmake\ mkdir compiler\vc11win64-cmake\ pushd compiler\vc11win64-cmake\ -cmake ..\cmake\windows -G "Visual Studio 11 2012" -Ax64 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc11win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win64-cmake +cmake ..\cmake\windows -G "Visual Studio 11 2012" -Ax64 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc11win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc11win64-cmake popd rmdir /s /q compiler\vc12win32-cmake\ mkdir compiler\vc12win32-cmake\ pushd compiler\vc12win32-cmake\ -cmake ..\cmake\windows -G "Visual Studio 12 2013" -AWin32 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc12win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win32-cmake +cmake ..\cmake\windows -G "Visual Studio 12 2013" -AWin32 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc12win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win32-cmake popd rmdir /s /q compiler\vc12win64-cmake\ mkdir compiler\vc12win64-cmake\ pushd compiler\vc12win64-cmake\ -cmake ..\cmake\windows -G "Visual Studio 12 2013" -Ax64 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc12win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win64-cmake +cmake ..\cmake\windows -G "Visual Studio 12 2013" -Ax64 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc12win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc12win64-cmake popd rmdir /s /q compiler\vc14win32-cmake\ mkdir compiler\vc14win32-cmake\ pushd compiler\vc14win32-cmake\ -cmake ..\cmake\windows -G "Visual Studio 14 2015" -AWin32 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc14win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win32-cmake +cmake ..\cmake\windows -G "Visual Studio 14 2015" -AWin32 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win32-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc14win32-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win32-cmake popd rmdir /s /q compiler\vc14win64-cmake\ mkdir compiler\vc14win64-cmake\ pushd compiler\vc14win64-cmake\ -cmake ..\cmake\windows -G "Visual Studio 14 2015" -Ax64 -DTARGET_BUILD_PLATFORM=Windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc14win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win64-cmake +cmake ..\cmake\windows -G "Visual Studio 14 2015" -Ax64 -DTARGET_BUILD_PLATFORM=windows -DPX_GENERATE_GPU_PROJECTS=1 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DSTATIC_WINCRT=1 -DPX_OUTPUT_DLL_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win64-cmake -DPX_OUTPUT_LIB_DIR=%PX_OUTPUT_ROOT%\Lib\vc14win64-cmake -DPX_OUTPUT_EXE_DIR=%PX_OUTPUT_ROOT%\Bin\vc14win64-cmake popd diff --git a/NvCloth/GenerateProjectsLinux.sh b/NvCloth/GenerateProjectsLinux.sh index e34e51f..56d1788 100644 --- a/NvCloth/GenerateProjectsLinux.sh +++ b/NvCloth/GenerateProjectsLinux.sh @@ -19,23 +19,23 @@ export PX_OUTPUT_ROOT="$PWD" rm -r -f compiler/linux64-debug-cmake/ mkdir compiler/linux64-debug-cmake/ cd compiler/linux64-debug-cmake/ -cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=debug -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake +cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=linux -DCMAKE_BUILD_TYPE=debug -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake cd ../../ rm -r -f compiler/linux64-checked-cmake/ mkdir compiler/linux64-checked-cmake/ cd compiler/linux64-checked-cmake/ -cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=checked -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake +cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=linux -DCMAKE_BUILD_TYPE=checked -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake cd ../../ rm -r -f compiler/linux64-profile-cmake/ mkdir compiler/linux64-profile-cmake/ cd compiler/linux64-profile-cmake/ -cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=profile -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake +cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=linux -DCMAKE_BUILD_TYPE=profile -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake cd ../../ rm -r -f compiler/linux64-release-cmake/ mkdir compiler/linux64-release-cmake/ cd compiler/linux64-release-cmake/ -cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=Linux -DCMAKE_BUILD_TYPE=release -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake +cmake ../cmake/Linux -G "Unix Makefiles" -DTARGET_BUILD_PLATFORM=linux -DCMAKE_BUILD_TYPE=release -DPX_GENERATE_GPU_PROJECTS=0 -DPX_OUTPUT_DLL_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/lib/linux64-cmake -DPX_OUTPUT_EXE_DIR=$PX_OUTPUT_ROOT/bin/linux64-cmake cd ../../
\ No newline at end of file diff --git a/NvCloth/GenerateProjectsOsx.sh b/NvCloth/GenerateProjectsOsx.sh index 5f0e3c7..5c57f42 100644 --- a/NvCloth/GenerateProjectsOsx.sh +++ b/NvCloth/GenerateProjectsOsx.sh @@ -19,13 +19,13 @@ export PX_OUTPUT_ROOT="$PWD" rm -r -f compiler/osx32-cmake/ mkdir compiler/osx32-cmake/ cd compiler/osx32-cmake/ -cmake ../cmake/Mac -G Xcode -DTARGET_BUILD_PLATFORM=Mac -DPX_32BIT=1 -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/Lib/osx32-cmake +cmake ../cmake/Mac -G Xcode -DTARGET_BUILD_PLATFORM=mac -DPX_32BIT=1 -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/Lib/osx32-cmake cd ../../ rm -r -f compiler/osx64-cmake/ mkdir compiler/osx64-cmake/ cd compiler/osx64-cmake/ -cmake ../cmake/Mac -G Xcode -DTARGET_BUILD_PLATFORM=Mac -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/Lib/osx64-cmake +cmake ../cmake/Mac -G Xcode -DTARGET_BUILD_PLATFORM=mac -DPX_OUTPUT_LIB_DIR=$PX_OUTPUT_ROOT/Lib/osx64-cmake cd ../../ diff --git a/NvCloth/ReleaseNotes.txt b/NvCloth/ReleaseNotes.txt index 5751a25..7dfa9c0 100644 --- a/NvCloth/ReleaseNotes.txt +++ b/NvCloth/ReleaseNotes.txt @@ -1,9 +1,9 @@ NvCloth Release notes. -[1.1.0] +[1.1.1] Supported platforms: -* Windows (CPU, CUDA, DX11, RenderCloth) -* Mac (beta, tested on Sierra, RenderCloth) +* Windows (CPU, CUDA, DX11) +* Mac (beta, tested on Sierra) * Linux (beta, tested on Ubuntu 16.04.1 LTS x64) * PlayStation 4 (beta) with PS4 SDK 4.5 * Xbox one (CPU, DX11, beta) @@ -17,6 +17,15 @@ Supported compilers (via cmake 3.7) * Xbox one: Visual studio 14 (2015) Fixed: +Air drag/lift did react to flow speed only linearly, model was changed to be more physically correct. +Fixed issue where scaling units would result in different air drag/lift behavior (by adding fluid density parameter). +Fixed "unused typedef `__t100`" warning in xcode. + +Known issues: +DirectX 11 solver has issues with ccd sphere/capsule collision. + +[1.1.0] +Fixed: DirectX 11 solver now supports triangle collision shapes and air drag/lift. Fixed bug where changing friction on cloth already in simulation would cause assert or crash. Optimization flag now working on PS4 release build. diff --git a/NvCloth/compiler/cmake/Linux/CMakeLists.txt b/NvCloth/compiler/cmake/Linux/CMakeLists.txt index 4d8d85a..9425dde 100644 --- a/NvCloth/compiler/cmake/Linux/CMakeLists.txt +++ b/NvCloth/compiler/cmake/Linux/CMakeLists.txt @@ -4,10 +4,10 @@ include(../common/CMakeLists.txt) IF(NOT DEFINED TARGET_BUILD_PLATFORM) # Not defined, default to Linux - SET(TARGET_BUILD_PLATFORM "Linux") + SET(TARGET_BUILD_PLATFORM "linux") ENDIF() -SET(PLATFORM_LIST Linux) +SET(PLATFORM_LIST linux) IF (NOT ${TARGET_BUILD_PLATFORM} IN_LIST PLATFORM_LIST) MESSAGE(FATAL_ERROR "Invalid platform:" ${TARGET_BUILD_PLATFORM}) @@ -47,7 +47,7 @@ FIND_PACKAGE(PxShared REQUIRED) # such as - we don't want to be installing any built artifacts on this server, etc. So for now we hack it. # Add PxShared as a dependency so that we can use project references -ADD_SUBDIRECTORY(${PXSHARED_ROOT_DIR}/src/compiler/cmake/Linux "${CMAKE_CURRENT_BINARY_DIR}/pxshared_bin") +ADD_SUBDIRECTORY(${PXSHARED_ROOT_DIR}/src/compiler/cmake/linux "${CMAKE_CURRENT_BINARY_DIR}/pxshared_bin") # Include all of the projects INCLUDE(NvCloth.cmake) diff --git a/NvCloth/compiler/cmake/Mac/CMakeLists.txt b/NvCloth/compiler/cmake/Mac/CMakeLists.txt index 05a42ff..4e1c124 100644 --- a/NvCloth/compiler/cmake/Mac/CMakeLists.txt +++ b/NvCloth/compiler/cmake/Mac/CMakeLists.txt @@ -4,10 +4,10 @@ include(../common/CMakeLists.txt) IF(NOT DEFINED TARGET_BUILD_PLATFORM) # Not defined, default to Mac - SET(TARGET_BUILD_PLATFORM "Mac") + SET(TARGET_BUILD_PLATFORM "mac") ENDIF() -SET(PLATFORM_LIST Mac) +SET(PLATFORM_LIST mac) IF (NOT ${TARGET_BUILD_PLATFORM} IN_LIST PLATFORM_LIST) MESSAGE(FATAL_ERROR "Invalid platform:" ${TARGET_BUILD_PLATFORM}) diff --git a/NvCloth/compiler/cmake/windows/CMakeLists.txt b/NvCloth/compiler/cmake/windows/CMakeLists.txt index 79b0236..81d8289 100644 --- a/NvCloth/compiler/cmake/windows/CMakeLists.txt +++ b/NvCloth/compiler/cmake/windows/CMakeLists.txt @@ -4,10 +4,10 @@ include(../common/CMakeLists.txt) IF(NOT DEFINED TARGET_BUILD_PLATFORM) # Not defined, default to Windows - SET(TARGET_BUILD_PLATFORM "Windows") + SET(TARGET_BUILD_PLATFORM "windows") ENDIF() -SET(PLATFORM_LIST Windows) +SET(PLATFORM_LIST windows) IF (NOT ${TARGET_BUILD_PLATFORM} IN_LIST PLATFORM_LIST) MESSAGE(FATAL_ERROR "Invalid platform:" ${TARGET_BUILD_PLATFORM}) diff --git a/NvCloth/extensions/src/ClothFabricCooker.cpp b/NvCloth/extensions/src/ClothFabricCooker.cpp index f0e4dea..2d800e9 100644 --- a/NvCloth/extensions/src/ClothFabricCooker.cpp +++ b/NvCloth/extensions/src/ClothFabricCooker.cpp @@ -97,7 +97,9 @@ nv::cloth::Range<const T> CreateRange(typename nv::cloth::Vector<T>::Type const& template<typename T, typename U> nv::cloth::Range<const T> CreateRangeF(typename nv::cloth::Vector<U>::Type const& vector, int offset = 0) { +#ifndef _LIBCPP_HAS_NO_STATIC_ASSERT static_assert(sizeof(T) == sizeof(U), "Type T and U need to be of the same size"); +#endif const T* begin = reinterpret_cast<const T*>(vector.begin()+offset); const T* end = reinterpret_cast<const T*>(vector.end()); diff --git a/NvCloth/include/NvCloth/Cloth.h b/NvCloth/include/NvCloth/Cloth.h index 3d783e9..ac957f7 100644 --- a/NvCloth/include/NvCloth/Cloth.h +++ b/NvCloth/include/NvCloth/Cloth.h @@ -376,6 +376,10 @@ class Cloth : public UserAllocated virtual void setLiftCoefficient(float) = 0; ///Returns value set with setLiftCoefficient(). virtual float getLiftCoefficient() const = 0; + /** /brief Sets the fluid density used for air drag/lift calculations. */ + virtual void setFluidDensity(float) = 0; + ///Returns value set with setFluidDensity(). + virtual float getFluidDensity() const = 0; /* self collision */ diff --git a/NvCloth/samples/CmakeGenerateProjects.bat b/NvCloth/samples/CmakeGenerateProjects.bat index d63cde8..8c6d88c 100644 --- a/NvCloth/samples/CmakeGenerateProjects.bat +++ b/NvCloth/samples/CmakeGenerateProjects.bat @@ -14,6 +14,9 @@ SET PATH=%PATH%;"%CMAKE_PATH_F%" REM Make sure the various variables that we need are set +call "../scripts/locate_cuda.bat" CUDA_PATH_ +echo CUDA_PATH_ = %CUDA_PATH_% + IF EXIST %~dp0..\Externals\CMakeModules ( set GW_DEPS_ROOT=%~dp0..\ ) @@ -30,13 +33,13 @@ REM Generate projects here rmdir /s /q compiler\vc14win32-cmake\ mkdir compiler\vc14win32-cmake\ pushd compiler\vc14win32-cmake\ -cmake ..\.. -G "Visual Studio 14 2015" -AWin32 -DTARGET_BUILD_PLATFORM=Windows -DSTATIC_WINCRT=0 -DBL_DLL_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win32-cmake -DBL_LIB_OUTPUT_DIR=%OUTPUT_ROOT%\lib\vc14win32-cmake -DBL_EXE_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win32-cmake +cmake ..\.. -G "Visual Studio 14 2015" -AWin32 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DTARGET_BUILD_PLATFORM=windows -DSTATIC_WINCRT=0 -DBL_DLL_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win32-cmake -DBL_LIB_OUTPUT_DIR=%OUTPUT_ROOT%\lib\vc14win32-cmake -DBL_EXE_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win32-cmake popd rmdir /s /q compiler\vc14win64-cmake\ mkdir compiler\vc14win64-cmake\ pushd compiler\vc14win64-cmake\ -cmake ..\.. -G "Visual Studio 14 2015" -Ax64 -DTARGET_BUILD_PLATFORM=Windows -DSTATIC_WINCRT=0 -DBL_DLL_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win64-cmake -DBL_LIB_OUTPUT_DIR=%OUTPUT_ROOT%\lib\vc14win64-cmake -DBL_EXE_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win64-cmake +cmake ..\.. -G "Visual Studio 14 2015" -Ax64 -DCUDA_TOOLKIT_ROOT_DIR="%CUDA_PATH_%" -DTARGET_BUILD_PLATFORM=windows -DSTATIC_WINCRT=0 -DBL_DLL_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win64-cmake -DBL_LIB_OUTPUT_DIR=%OUTPUT_ROOT%\lib\vc14win64-cmake -DBL_EXE_OUTPUT_DIR=%OUTPUT_ROOT%\bin\vc14win64-cmake popd diff --git a/NvCloth/samples/SampleBase/Main.cpp b/NvCloth/samples/SampleBase/Main.cpp index 433ed88..f4107c3 100644 --- a/NvCloth/samples/SampleBase/Main.cpp +++ b/NvCloth/samples/SampleBase/Main.cpp @@ -12,7 +12,9 @@ #include <sstream> #include <Windows.h> - +#include <iostream> +#include <io.h> +#include <fcntl.h> using namespace std; @@ -22,6 +24,8 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); AllocConsole(); + FILE* fp; + freopen_s(&fp, "CONOUT$", "w", stdout); #endif SampleConfig config; diff --git a/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp new file mode 100644 index 0000000..f2a5b82 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.cpp @@ -0,0 +1,98 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "ScaledScene.h" +#include "Scene/SceneController.h" +#include <NvClothExt/ClothFabricCooker.h> +#include "ClothMeshGenerator.h" +#include <NvCloth/Fabric.h> +#include <NvCloth/Solver.h> +#include <NvCloth/Cloth.h> +#include <NvCloth/Factory.h> +#include "Renderer.h" +#include "renderer/RenderUtils.h" + +DECLARE_SCENE_NAME(ScaledScene,"Scaled Scene") + +void ScaledScene::onInitialize() +{ + /////////////////////////////////////////////////////////////////////// + ClothMeshData clothMesh; + + physx::PxMat44 transform = PxTransform(PxVec3(-2.f, 13.f, 0.f)*0.0, PxQuat(PxPi / 6.f, PxVec3(1.f, 0.f, 0.f))); + clothMesh.GeneratePlaneCloth(600.f, 700.f, 49, 59, false, transform); + clothMesh.AttachClothPlaneByAngles(49, 59); + + mClothActor = new ClothActor; + nv::cloth::ClothMeshDesc meshDesc = clothMesh.GetClothMeshDesc(); + { + mClothActor->mClothRenderMesh = new ClothRenderMesh(meshDesc); + mClothActor->mClothRenderable = getSceneController()->getRenderer().createRenderable(*(static_cast<IRenderMesh*>(mClothActor->mClothRenderMesh)), *getSceneController()->getDefaultMaterial()); + mClothActor->mClothRenderable->setColor(getRandomPastelColor()); + mClothActor->mClothRenderable->setScale(physx::PxVec3(0.01, 0.01, 0.01)); + mClothActor->mClothRenderable->setTransform(PxTransform(PxVec3(-2.f, 13.f, 0.f),physx::PxQuat(physx::PxIdentity))); + } + + nv::cloth::Vector<int32_t>::Type phaseTypeInfo; + mFabric = NvClothCookFabricFromMesh(getSceneController()->getFactory(), meshDesc, physx::PxVec3(0.0f, -9.8f, 0.0f), &phaseTypeInfo, false); + trackFabric(mFabric); + + // Initialize start positions and masses for the actual cloth instance + // (note: the particle/vertex positions do not have to match the mesh description here. Set the positions to the initial shape of this cloth instance) + std::vector<physx::PxVec4> particlesCopy; + particlesCopy.resize(clothMesh.mVertices.size()); + + physx::PxVec3 center = transform.transform(physx::PxVec3(0.0f, 0.0f, 0.0f)); + for (int i = 0; i < (int)clothMesh.mVertices.size(); i++) + { + // To put attachment point closer to each other + if(clothMesh.mInvMasses[i] < 1e-6) + clothMesh.mVertices[i] = (clothMesh.mVertices[i] - center) * 0.85f + center; + + particlesCopy[i] = physx::PxVec4(clothMesh.mVertices[i], clothMesh.mInvMasses[i]); // w component is 1/mass, or 0.0f for anchored/fixed particles + } + + // Create the cloth from the initial positions/masses and the fabric + mClothActor->mCloth = getSceneController()->getFactory()->createCloth(nv::cloth::Range<physx::PxVec4>(&particlesCopy[0], &particlesCopy[0] + particlesCopy.size()), *mFabric); + particlesCopy.clear(); particlesCopy.shrink_to_fit(); + + mClothActor->mCloth->setGravity(physx::PxVec3(0.0f, -980.0f, 0.0f)); + + // Setup phase configs + std::vector<nv::cloth::PhaseConfig> phases(mFabric->getNumPhases()); + for (int i = 0; i < (int)phases.size(); i++) + { + phases[i].mPhaseIndex = i; + phases[i].mStiffness = 1.0f; + phases[i].mStiffnessMultiplier = 1.0f; + phases[i].mCompressionLimit = 1.0f; + phases[i].mStretchLimit = 1.0f; + } + mClothActor->mCloth->setPhaseConfig(nv::cloth::Range<nv::cloth::PhaseConfig>(&phases.front(), &phases.back())); + mClothActor->mCloth->setDragCoefficient(0.1f); + mClothActor->mCloth->setLiftCoefficient(0.1f); + //mClothActor->mCloth->setWindVelocity(physx::PxVec3(50, 0.0, 50.0)); + mClothActor->mCloth->setFluidDensity(1.0f / powf(100, 3)); + + mSolver = getSceneController()->getFactory()->createSolver(); + trackSolver(mSolver); + trackClothActor(mClothActor); + + // Add the cloth to the solver for simulation + addClothToSolver(mClothActor, mSolver); + + { + IRenderMesh* mesh = getSceneController()->getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Plane); + Renderable* plane = getSceneController()->getRenderer().createRenderable(*mesh, *getSceneController()->getDefaultPlaneMaterial()); + plane->setTransform(PxTransform(PxVec3(0.f, 0.f, 0.f), PxQuat(PxPiDivTwo, PxVec3(0.f, 0.f, 1.f)))); + plane->setScale(PxVec3(1000.f)); + trackRenderable(plane); + } +} diff --git a/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.h b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.h new file mode 100644 index 0000000..eb47c36 --- /dev/null +++ b/NvCloth/samples/SampleBase/scene/scenes/ScaledScene.h @@ -0,0 +1,32 @@ +/* +* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#ifndef SCALED_SCENE_H +#define SCALED_SCENE_H + +#include "scene/Scene.h" + +class ScaledScene : public Scene +{ +public: + + ScaledScene(SceneController* sceneController):Scene(sceneController) {} + + virtual void onInitialize() override; + +private: + nv::cloth::Fabric* mFabric; + nv::cloth::Solver* mSolver; + ClothActor* mClothActor; + +}; + + +#endif
\ No newline at end of file diff --git a/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp b/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp index 232316d..d84fb87 100644 --- a/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp +++ b/NvCloth/samples/SampleBase/scene/scenes/WindScene.cpp @@ -35,7 +35,7 @@ void WindScene::Animate(double dt) for(int i = 0; i < 3; i++) { - physx::PxVec3 wind = physx::PxVec3(dvx, vy, dvz); + physx::PxVec3 wind = physx::PxVec3(dvx, vy, dvz)/5.0f; mClothActor[i]->mCloth->setWindVelocity(wind); } } diff --git a/NvCloth/samples/compiler/cmake/SampleBase.cmake b/NvCloth/samples/compiler/cmake/SampleBase.cmake index e3aa2cc..cee4779 100644 --- a/NvCloth/samples/compiler/cmake/SampleBase.cmake +++ b/NvCloth/samples/compiler/cmake/SampleBase.cmake @@ -110,6 +110,8 @@ SET(SCENES_FILES ${SB_SCENE_SOURCE_DIR}/scenes/CCDScene.h ${SB_SCENE_SOURCE_DIR}/scenes/MultiSolverScene.cpp ${SB_SCENE_SOURCE_DIR}/scenes/MultiSolverScene.h + ${SB_SCENE_SOURCE_DIR}/scenes/ScaledScene.cpp + ${SB_SCENE_SOURCE_DIR}/scenes/ScaledScene.h ) SET(UI_FILES diff --git a/NvCloth/src/ClothBase.h b/NvCloth/src/ClothBase.h index 8d75a72..ec1ee40 100644 --- a/NvCloth/src/ClothBase.h +++ b/NvCloth/src/ClothBase.h @@ -74,6 +74,7 @@ void initialize(Cloth& cloth, const physx::PxVec4* pIt, const physx::PxVec4* pEn cloth.mWind = physx::PxVec3(0.0f); cloth.mDragLogCoefficient = 0.0f; cloth.mLiftLogCoefficient = 0.0f; + cloth.mFluidDensity = 1.0f; cloth.mEnableContinuousCollision = false; cloth.mCollisionMassScale = 0.0f; cloth.mFriction = 0.0f; diff --git a/NvCloth/src/ClothImpl.h b/NvCloth/src/ClothImpl.h index 0c2b362..1e8d9a1 100644 --- a/NvCloth/src/ClothImpl.h +++ b/NvCloth/src/ClothImpl.h @@ -157,6 +157,8 @@ class ClothImpl : public Cloth virtual float getDragCoefficient() const; virtual void setLiftCoefficient(float); virtual float getLiftCoefficient() const; + virtual void setFluidDensity(float); + virtual float getFluidDensity() const; virtual void setSelfCollisionDistance(float); virtual float getSelfCollisionDistance() const; @@ -216,6 +218,7 @@ public: //Fields shared between all cloth classes physx::PxVec3 mWind; float mDragLogCoefficient; float mLiftLogCoefficient; + float mFluidDensity; // sleeping uint32_t mSleepTestInterval; // how often to test for movement @@ -313,7 +316,8 @@ inline physx::PxVec3 ClothImpl<T>::getGravity() const inline float safeLog2(float x) { - return x ? physx::shdfnd::log2(x) : -FLT_MAX_EXP; + NV_CLOTH_ASSERT(("safeLog2",x >= 0.0f)); + return x > 0 ? physx::shdfnd::log2(x) : -FLT_MAX_EXP; } inline physx::PxVec3 safeLog2(const physx::PxVec3& v) @@ -1214,11 +1218,30 @@ inline float ClothImpl<T>::getLiftCoefficient() const } template <typename T> +inline void ClothImpl<T>::setFluidDensity(float fluidDensity) +{ + NV_CLOTH_ASSERT(fluidDensity < 0.f); + if (fluidDensity == mFluidDensity) + return; + + mFluidDensity = fluidDensity; + getChildCloth()->notifyChanged(); + wakeUp(); +} + +template <typename T> +inline float ClothImpl<T>::getFluidDensity() const +{ + return mFluidDensity; +} + +template <typename T> inline uint32_t ClothImpl<T>::getNumSelfCollisionIndices() const { return uint32_t(getChildCloth()->mSelfCollisionIndices.size()); } + // Fixed 4505:local function has been removed template <typename T> inline void ClothImpl<T>::setRestPositions(Range<const physx::PxVec4> restPositions) @@ -1255,6 +1278,7 @@ inline float ClothImpl<T>::getSelfCollisionDistance() const template <typename T> inline void ClothImpl<T>::setSelfCollisionStiffness(float stiffness) { + NV_CLOTH_ASSERT(stiffness <= 1.0f); float value = safeLog2(1 - stiffness); if (value == getChildCloth()->mSelfCollisionLogStiffness) return; diff --git a/NvCloth/src/IterationState.h b/NvCloth/src/IterationState.h index f199663..224e87e 100644 --- a/NvCloth/src/IterationState.h +++ b/NvCloth/src/IterationState.h @@ -137,7 +137,7 @@ struct IterationState Simd4f mCurBias; // in local space Simd4f mPrevBias; // in local space - Simd4f mWind; // delta position per iteration + Simd4f mWind; // delta position per iteration (wind velocity * mIterDt) Simd4f mPrevMatrix[3]; Simd4f mCurMatrix[3]; @@ -290,7 +290,7 @@ cloth::IterationState<Simd4f> cloth::IterationStateFactory::create(MyCloth const result.mCurBias = transform(result.mRotationMatrix, curLinearInertia + bias) & maskXYZ; result.mPrevBias = transform(result.mRotationMatrix, linearInertia - curLinearInertia) & maskXYZ; - Simd4f wind = load(array(cloth.mWind)) * iterDt; + Simd4f wind = load(array(cloth.mWind)) * iterDt; // multiply with delta time here already so we don't have to do it inside the solver result.mWind = transform(result.mRotationMatrix, translation - wind) & maskXYZ; result.mIsTurning = mPrevAngularVelocity.magnitudeSquared() + cloth.mAngularVelocity.magnitudeSquared() > 0.0f; diff --git a/NvCloth/src/SwClothData.cpp b/NvCloth/src/SwClothData.cpp index eddd821..f102bde 100644 --- a/NvCloth/src/SwClothData.cpp +++ b/NvCloth/src/SwClothData.cpp @@ -80,6 +80,7 @@ cloth::SwClothData::SwClothData(SwCloth& cloth, const SwFabric& fabric) mNumTriangles = uint32_t(fabric.mTriangles.size()) / 3; mDragCoefficient = 1.0f - expf(stiffnessExponent * cloth.mDragLogCoefficient); mLiftCoefficient = 1.0f - expf(stiffnessExponent * cloth.mLiftLogCoefficient); + mFluidDensity = cloth.mFluidDensity * 0.5f; //divide by 2 to so we don't have to compensate for double area from cross product in the solver mStartMotionConstraints = cloth.mMotionConstraints.mStart.size() ? array(cloth.mMotionConstraints.mStart.front()) : 0; mTargetMotionConstraints = diff --git a/NvCloth/src/SwClothData.h b/NvCloth/src/SwClothData.h index d2387b5..78a6f99 100644 --- a/NvCloth/src/SwClothData.h +++ b/NvCloth/src/SwClothData.h @@ -92,6 +92,7 @@ struct SwClothData uint32_t mNumTriangles; float mDragCoefficient; float mLiftCoefficient; + float mFluidDensity; // motion constraint data const float* mStartMotionConstraints; diff --git a/NvCloth/src/SwSolverKernel.cpp b/NvCloth/src/SwSolverKernel.cpp index 52dfdaa..dec46d7 100644 --- a/NvCloth/src/SwSolverKernel.cpp +++ b/NvCloth/src/SwSolverKernel.cpp @@ -384,9 +384,13 @@ T4f calculateMaxDelta(const T4f* prevIt, const T4f* curIt, const T4f* curEnd) template <bool IsTurning, typename T4f> void applyWind(T4f* __restrict curIt, const T4f* __restrict prevIt, const uint16_t* __restrict tIt, - const uint16_t* __restrict tEnd, T4f dragCoefficient, T4f liftCoefficient, T4f wind, + const uint16_t* __restrict tEnd, float itrDtf, float dragCoefficientf, float liftCoefficientf, float fluidDensityf, T4f wind, const T4f (&rotation)[3]) { + const T4f dragCoefficient = simd4f(dragCoefficientf); + const T4f liftCoefficient = simd4f(liftCoefficientf); + const T4f fluidDensity = simd4f(fluidDensityf); + const T4f itrDt = simd4f(itrDtf); const T4f oneThird = simd4f(1.0f / 3.0f); for (; tIt < tEnd; tIt += 3) @@ -410,7 +414,7 @@ void applyWind(T4f* __restrict curIt, const T4f* __restrict prevIt, const uint16 T4f previous = oneThird * (p0 + p1 + p2); //offset of the triangle center, including wind - T4f delta = current - previous + wind; + T4f delta = current - previous + wind; //wind is also already multiplied by dt in the iteration state so everything it in the same units if (IsTurning) { @@ -423,23 +427,25 @@ void applyWind(T4f* __restrict curIt, const T4f* __restrict prevIt, const uint16 T4f normal = cross3(c2 - c0, c1 - c0); T4f doubleArea = sqrt(dot3(normal, normal)); + normal = normal / doubleArea; T4f invSqrScale = dot3(delta, delta); T4f isZero = invSqrScale < gSimd4fEpsilon; T4f scale = rsqrt(invSqrScale); + T4f deltaLength = sqrt(invSqrScale); //scale 'normalizes' delta, doubleArea normalized normal - T4f cosTheta = dot3(normal, delta) * scale / doubleArea; + T4f cosTheta = dot3(normal, delta) * scale; T4f sinTheta = sqrt(max(gSimd4fZero, gSimd4fOne - cosTheta * cosTheta)); // orthogonal to delta, in delta-normal plane, same length as delta T4f liftDir = cross3(cross3(delta, normal), delta * scale); // sin(theta) * cos(theta) = 0.5 * sin(2 * theta) - T4f lift = liftCoefficient * cosTheta * sinTheta * liftDir; - T4f drag = dragCoefficient * abs(cosTheta) * doubleArea * delta; //dragCoefficient should compensate for double area + T4f lift = liftCoefficient * cosTheta * sinTheta * liftDir * deltaLength / itrDt; + T4f drag = dragCoefficient * abs(cosTheta) * delta * deltaLength / itrDt; - T4f impulse = (lift + drag) & ~isZero; + T4f impulse = (drag + lift) * fluidDensity * doubleArea & ~isZero; //fluidDensity compensates for double area curIt[i0] = c0 - impulse * splat<3>(c0); curIt[i1] = c1 - impulse * splat<3>(c1); @@ -668,17 +674,14 @@ void cloth::SwSolverKernel<T4f>::applyWind() const uint16_t* tIt = mClothData.mTriangles; const uint16_t* tEnd = tIt + 3 * mClothData.mNumTriangles; - T4f dragCoefficient = simd4f(mClothData.mDragCoefficient); - T4f liftCoefficient = simd4f(mClothData.mLiftCoefficient); - if (mState.mIsTurning) { - ::applyWind<true>(curIt, prevIt, tIt, tEnd, dragCoefficient, liftCoefficient, mState.mWind, + ::applyWind<true>(curIt, prevIt, tIt, tEnd, mState.mIterDt, mClothData.mDragCoefficient, mClothData.mLiftCoefficient, mClothData.mFluidDensity, mState.mWind, mState.mRotationMatrix); } else { - ::applyWind<false>(curIt, prevIt, tIt, tEnd, dragCoefficient, liftCoefficient, mState.mWind, + ::applyWind<false>(curIt, prevIt, tIt, tEnd, mState.mIterDt, mClothData.mDragCoefficient, mClothData.mLiftCoefficient, mClothData.mFluidDensity, mState.mWind, mState.mRotationMatrix); } } diff --git a/NvCloth/src/cuda/CuClothData.cpp b/NvCloth/src/cuda/CuClothData.cpp index decfd2c..927997c 100644 --- a/NvCloth/src/cuda/CuClothData.cpp +++ b/NvCloth/src/cuda/CuClothData.cpp @@ -124,6 +124,7 @@ cloth::CuFrameData::CuFrameData(CuCloth& cloth, uint32_t numSharedPositions, con stiffness = gSimd4fOne - exp2(logStiffness * stiffnessExponent); mDragCoefficient = array(stiffness)[0]; mLiftCoefficient = array(stiffness)[1]; + mFluidDensity = cloth.mFluidDensity * 0.5f; //divide by 2 to so we don't have to compensate for double area from cross product in the solver for (int i = 0; i < 9; ++i) mRotation[i] = array(state.mRotationMatrix[i / 3])[i % 3]; diff --git a/NvCloth/src/cuda/CuClothData.h b/NvCloth/src/cuda/CuClothData.h index 0e4cda0..dd836fd 100644 --- a/NvCloth/src/cuda/CuClothData.h +++ b/NvCloth/src/cuda/CuClothData.h @@ -135,6 +135,7 @@ struct CuFrameData // wind data float mDragCoefficient; float mLiftCoefficient; + float mFluidDensity; float mRotation[9]; // motion constraint data diff --git a/NvCloth/src/cuda/CuSolverKernel.cu b/NvCloth/src/cuda/CuSolverKernel.cu index 3517193..edb66dc 100644 --- a/NvCloth/src/cuda/CuSolverKernel.cu +++ b/NvCloth/src/cuda/CuSolverKernel.cu @@ -867,6 +867,8 @@ __device__ void applyWind(CurrentT& current, PreviousT& previous) { const float dragCoefficient = gFrameData.mDragCoefficient; const float liftCoefficient = gFrameData.mLiftCoefficient; + const float fluidDensity = gFrameData.mFluidDensity; + const float itrDt = gFrameData.mIterDt; if (dragCoefficient == 0.0f && liftCoefficient == 0.0f) return; @@ -912,20 +914,22 @@ __device__ void applyWind(CurrentT& current, PreviousT& previous) float3 normal = cross3(c2 - c0, c1 - c0); - float doubleArea = sqrtf(dot3(normal, normal)); + const float doubleArea = sqrtf(dot3(normal, normal)); + normal = (1.0f / doubleArea) * normal; float invSqrScale = dot3(delta, delta); float scale = rsqrtf(invSqrScale); + float deltaLength = sqrtf(invSqrScale); - float cosTheta = dot3(normal, delta) * scale / doubleArea; + float cosTheta = dot3(normal, delta) * scale; float sinTheta = sqrtf(max(0.0f, 1.0f - cosTheta * cosTheta)); float3 liftDir = cross3(cross3(delta, normal), scale * delta); - float3 lift = liftCoefficient * cosTheta * sinTheta * liftDir; - float3 drag = dragCoefficient * abs(cosTheta) * doubleArea * delta; + float3 lift = liftCoefficient * cosTheta * sinTheta * ((deltaLength / itrDt) * liftDir); + float3 drag = dragCoefficient * abs(cosTheta) * ((deltaLength / itrDt) * delta); - float3 impulse = invSqrScale < FLT_EPSILON ? make_float3(0.0f, 0.0f, 0.0f) : lift + drag; + float3 impulse = invSqrScale < FLT_EPSILON ? make_float3(0.0f, 0.0f, 0.0f) : fluidDensity * doubleArea * (lift + drag); applyImpulse(current(i0), impulse); applyImpulse(current(i1), impulse); diff --git a/NvCloth/src/dx/DxClothData.cpp b/NvCloth/src/dx/DxClothData.cpp index 075dc81..57049bf 100644 --- a/NvCloth/src/dx/DxClothData.cpp +++ b/NvCloth/src/dx/DxClothData.cpp @@ -112,6 +112,7 @@ cloth::DxFrameData::DxFrameData(DxCloth& cloth, uint32_t numSharedPositions, con Simd4f stiffness = gSimd4fOne - exp2(logStiffness * stiffnessExponent); mDragCoefficient = array(stiffness)[0]; mLiftCoefficient = array(stiffness)[1]; + mFluidDensity = cloth.mFluidDensity * 0.5f; //divide by 2 to so we don't have to compensate for double area from cross product in the solver for(int i = 0; i < 9; ++i) mRotation[i] = array(state.mRotationMatrix[i / 3])[i % 3]; } diff --git a/NvCloth/src/dx/DxClothData.h b/NvCloth/src/dx/DxClothData.h index af02bc6..f91d37d 100644 --- a/NvCloth/src/dx/DxClothData.h +++ b/NvCloth/src/dx/DxClothData.h @@ -46,7 +46,7 @@ typedef unsigned int uint32_t; typedef int int32_t; #endif -static const uint32_t MaxParticlesInSharedMem = 1972; +static const uint32_t MaxParticlesInSharedMem = 1971; struct DxPhaseConfig @@ -167,6 +167,7 @@ struct DxFrameData // wind data float mDragCoefficient; float mLiftCoefficient; + float mFluidDensity; float mRotation[9]; // motion constraint data diff --git a/NvCloth/src/dx/DxSolverKernel.hlsl b/NvCloth/src/dx/DxSolverKernel.hlsl index 2ca42b3..4d91f4b 100644 --- a/NvCloth/src/dx/DxSolverKernel.hlsl +++ b/NvCloth/src/dx/DxSolverKernel.hlsl @@ -202,7 +202,8 @@ void applyWind(IParticles curParticles, IParticles prevParticles, uint32_t threa { const float dragCoefficient = gFrameData.mDragCoefficient; const float liftCoefficient = gFrameData.mLiftCoefficient; - + const float fluidDensity = gFrameData.mFluidDensity; + const float itrDt = gFrameData.mIterDt; if(dragCoefficient == 0.0f && liftCoefficient == 0.0f) return; @@ -258,20 +259,22 @@ void applyWind(IParticles curParticles, IParticles prevParticles, uint32_t threa float3 normal = cross(c2.xyz - c0.xyz, c1.xyz - c0.xyz); - float doubleArea = sqrt(dot(normal, normal)); + const float doubleArea = sqrt(dot(normal, normal)); + normal = normal / doubleArea; float invSqrScale = dot(delta, delta); float scale = rsqrt(invSqrScale); + float deltaLength = sqrt(invSqrScale); - float cosTheta = dot(normal, delta) * scale / doubleArea; + float cosTheta = dot(normal, delta) * scale; float sinTheta = sqrt(max(0.0f, 1.0f - cosTheta * cosTheta)); float3 liftDir = cross(cross(delta, normal), scale * delta); - float3 lift = liftCoefficient * cosTheta * sinTheta * liftDir; - float3 drag = dragCoefficient * abs(cosTheta) * doubleArea * delta; + float3 lift = liftCoefficient * cosTheta * sinTheta * liftDir * deltaLength / itrDt; + float3 drag = dragCoefficient * abs(cosTheta) * delta * deltaLength / itrDt; - float3 impulse = invSqrScale < 1.192092896e-07F ? float3(0.0f, 0.0f, 0.0f) : lift + drag; + float3 impulse = invSqrScale < 1.192092896e-07F ? float3(0.0f, 0.0f, 0.0f) : (lift + drag) * fluidDensity * doubleArea; curParticles.atomicAdd(i0, -impulse * c0.w); curParticles.atomicAdd(i1, -impulse * c1.w); diff --git a/NvCloth/src/neon/SwCollisionHelpers.h b/NvCloth/src/neon/SwCollisionHelpers.h index 0b9410b..acd8a2a 100644 --- a/NvCloth/src/neon/SwCollisionHelpers.h +++ b/NvCloth/src/neon/SwCollisionHelpers.h @@ -33,7 +33,7 @@ #include <arm_neon.h> #endif -namespace physx +namespace nv { namespace cloth { @@ -84,4 +84,4 @@ Simd4i Gather<Simd4i>::operator()(const Simd4i* ptr) const } } // namespace cloth -} // namespace physx +} // namespace nv diff --git a/NvCloth/src/scalar/SwCollisionHelpers.h b/NvCloth/src/scalar/SwCollisionHelpers.h index 0d7321f..af21812 100644 --- a/NvCloth/src/scalar/SwCollisionHelpers.h +++ b/NvCloth/src/scalar/SwCollisionHelpers.h @@ -29,7 +29,7 @@ #pragma once -namespace physx +namespace nv { namespace cloth { @@ -89,4 +89,4 @@ Scalar4i Gather<Scalar4i>::operator()(const Scalar4i* ptr) const } } // namespace cloth -} // namespace physx +} // namespace nv |