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-rw-r--r--NvCloth/extensions/src/ClothFabricCooker.cpp15
-rw-r--r--NvCloth/extensions/src/ClothGeodesicTetherCooker.cpp6
2 files changed, 7 insertions, 14 deletions
diff --git a/NvCloth/extensions/src/ClothFabricCooker.cpp b/NvCloth/extensions/src/ClothFabricCooker.cpp
index 2d800e9..c6d0103 100644
--- a/NvCloth/extensions/src/ClothFabricCooker.cpp
+++ b/NvCloth/extensions/src/ClothFabricCooker.cpp
@@ -30,24 +30,17 @@
#include "foundation/PxVec4.h"
#include "foundation/PxIO.h"
#include "foundation/PxStrideIterator.h"
+#include "PsSort.h"
+#include "PsMathUtils.h"
+
#include "NvClothExt/ClothFabricCooker.h"
#include "NvClothExt/ClothTetherCooker.h"
-#include "PsSort.h"
#include "NvCloth/Fabric.h"
#include "NvCloth/Allocator.h"
#include "NvCloth/Range.h"
+#include "ClothClone.h"
#include <algorithm>
-#include "PsMathUtils.h"
-
-namespace
-{
-float safeLog2(float x)
-{
- float saturated = std::max(0.0f, std::min(x, 1.0f));
- return saturated ? physx::shdfnd::log2(saturated) : -FLT_MAX_EXP;
-}
-}
using namespace physx;
diff --git a/NvCloth/extensions/src/ClothGeodesicTetherCooker.cpp b/NvCloth/extensions/src/ClothGeodesicTetherCooker.cpp
index 0a27337..65e2a3f 100644
--- a/NvCloth/extensions/src/ClothGeodesicTetherCooker.cpp
+++ b/NvCloth/extensions/src/ClothGeodesicTetherCooker.cpp
@@ -285,7 +285,7 @@ namespace
// point on ray R = o + t * d
// for this two points to intersect, we have
// |AB -d| | s t | = o - A
- const float eps = 1e-4;
+ const float eps = 1e-4f;
PxVec3 OA = O - A;
PxVec3 AB = B - A;
@@ -765,7 +765,7 @@ int ClothGeodesicTetherCooker::computeVertexIntersection(PxU32 parent, PxU32 src
continue;
// t should be positive, otherwise we just hit the triangle in opposite direction, so ignore
- const float eps = 1e-5;
+ const float eps = 1e-5f;
if (t > -eps)
{
PxVec3 ip; // intersection point
@@ -884,7 +884,7 @@ int ClothGeodesicTetherCooker::computeEdgeIntersection(PxU32 parent, PxU32 edge,
g = (g - g.dot(n) * n).getNormalized();
float s = 0.0f, t = 0.0f;
- const float eps = 1e-5;
+ const float eps = 1e-5f;
PxVec3 ip;
// intersect against edge form p2 to p0