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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/Fabric.h"
+#include "NvCloth/Range.h"
+#include "DxClothData.h"
+#include "DxContextLock.h"
+#include "DxBatchedVector.h"
+
+namespace nv
+{
+
+namespace cloth
+{
+
+class DxFabric : private DxContextLock, public Fabric
+{
+ PX_NOCOPY(DxFabric);
+
+ public:
+ DxFabric(DxFactory& factory, uint32_t numParticles, Range<const uint32_t> phaseIndices, Range<const uint32_t> sets,
+ Range<const float> restvalues, Range<const float> stiffnessValues, Range<const uint32_t> indices, Range<const uint32_t> anchors,
+ Range<const float> tetherLengths, Range<const uint32_t> triangles, uint32_t id);
+
+ virtual ~DxFabric();
+
+ virtual Factory& getFactory() const;
+
+ virtual uint32_t getNumPhases() const;
+ virtual uint32_t getNumRestvalues() const;
+ virtual uint32_t getNumStiffnessValues() const;
+
+ virtual uint32_t getNumSets() const;
+ virtual uint32_t getNumIndices() const;
+
+ virtual uint32_t getNumParticles() const;
+
+ virtual uint32_t getNumTethers() const;
+
+ virtual uint32_t getNumTriangles() const;
+
+ virtual void scaleRestvalues(float);
+ virtual void scaleTetherLengths(float);
+
+public:
+ DxFactory& mFactory;
+
+ uint32_t mNumParticles;
+
+ Vector<uint32_t>::Type mPhases; // index of set to use
+ Vector<uint32_t>::Type mSets; // offset of last restvalue
+
+ DxBatchedVector<DxConstraint> mConstraints;
+ DxBatchedVector<DxConstraint> mConstraintsHostCopy;
+ DxBatchedVector<float> mStiffnessValues;
+
+ DxBatchedVector<DxTether> mTethers;
+ float mTetherLengthScale;
+
+ Vector<uint16_t>::Type mTriangles;
+
+ Vector<uint32_t>::Type mFirstConstraintInPhase;
+ Vector<uint32_t>::Type mNumConstraintsInPhase;
+
+ uint32_t mId;
+};
+}
+}