// 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) 2008-2020 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 namespace nv { namespace simd { } } namespace nv { namespace cloth { class SwCloth; class SwFabric; struct PhaseConfig; struct IndexPair; struct SwTether; // reference to cloth instance bulk data (POD) struct SwClothData { SwClothData(SwCloth&, const SwFabric&); void reconcile(SwCloth&) const; void verify() const; // particle data uint32_t mNumParticles; float* mCurParticles; float* mPrevParticles; float mCurBounds[6]; // lower[3], upper[3] float mPrevBounds[6]; float mPadding; // write as simd // distance constraints const PhaseConfig* mConfigBegin; const PhaseConfig* mConfigEnd; const uint32_t* mPhases; uint32_t mNumPhases; const uint32_t* mSets; uint32_t mNumSets; const float* mRestvalues; uint32_t mNumRestvalues; const float* mStiffnessValues; const uint16_t* mIndices; uint32_t mNumIndices; const SwTether* mTethers; uint32_t mNumTethers; float mTetherConstraintStiffness; float mTetherConstraintScale; // wind data const uint16_t* mTriangles; uint32_t mNumTriangles; float mDragCoefficient; float mLiftCoefficient; float mFluidDensity; // motion constraint data const float* mStartMotionConstraints; const float* mTargetMotionConstraints; float mMotionConstraintStiffness; // separation constraint data const float* mStartSeparationConstraints; const float* mTargetSeparationConstraints; // particle acceleration data const float* mParticleAccelerations; // collision stuff const float* mStartCollisionSpheres; const float* mTargetCollisionSpheres; uint32_t mNumSpheres; const IndexPair* mCapsuleIndices; uint32_t mNumCapsules; const float* mStartCollisionPlanes; const float* mTargetCollisionPlanes; uint32_t mNumPlanes; const uint32_t* mConvexMasks; uint32_t mNumConvexes; const float* mStartCollisionTriangles; const float* mTargetCollisionTriangles; uint32_t mNumCollisionTriangles; const uint16_t* mVirtualParticlesBegin; const uint16_t* mVirtualParticlesEnd; const float* mVirtualParticleWeights; uint32_t mNumVirtualParticleWeights; bool mEnableContinuousCollision; float mFrictionScale; float mCollisionMassScale; float mSelfCollisionDistance; float mSelfCollisionStiffness; uint32_t mNumSelfCollisionIndices; const uint32_t* mSelfCollisionIndices; float* mRestPositions; // sleep data uint32_t mSleepPassCounter; uint32_t mSleepTestCounter; }; } }