// 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 "NvCloth/Range.h" #include "NvCloth/PhaseConfig.h" #include "../MovingAverage.h" #include "../IndexPair.h" #include "../BoundingBox.h" #include "../Vec4T.h" #include "CuPhaseConfig.h" #include "CuPinnedAllocator.h" #include "CuContextLock.h" #include "CuDeviceVector.h" #include #include #include #include "NvCloth/Allocator.h" #include "ClothImpl.h" #include "CuFactory.h" namespace nv { namespace cloth { class CuFabric; struct CuClothData; struct CuConstraints { CuConstraints(CUcontext ctx) : mStart(ctx), mTarget(ctx), mHostCopy(ctx) { } void pop() { if (!mTarget.empty()) { mStart.swap(mTarget); mTarget.resize(0); } } CuDeviceVector mStart; CuDeviceVector mTarget; CuHostVector::Type mHostCopy; }; class CuCloth; template<> class ClothTraits { public: typedef CuFactory FactoryType; typedef CuFabric FabricType; typedef CuContextLock ContextLockType; }; class CuCloth : protected CuContextLock, public ClothImpl { CuCloth(); // not implemented public: CuCloth& operator = (const CuCloth&); typedef CuFactory FactoryType; typedef CuFabric FabricType; typedef CuContextLock ContextLockType; typedef CuHostVector::Type& MappedVec3fVectorType; typedef CuHostVector::Type& MappedVec4fVectorType; typedef CuHostVector::Type& MappedIndexVectorType; typedef CuHostVector::Type& MappedMaskVectorType; CuCloth(CuFactory&, CuFabric&, Range); CuCloth(CuFactory&, const CuCloth&); ~CuCloth(); // not virtual on purpose public: virtual Cloth* clone(Factory& factory) const; uint32_t getNumParticles() const; void lockParticles() const; void unlockParticles() const; MappedRange getCurrentParticles(); MappedRange getCurrentParticles() const; MappedRange getPreviousParticles(); MappedRange getPreviousParticles() const; GpuParticles getGpuParticles(); void setPhaseConfig(Range configs); void setSelfCollisionIndices(Range indices); uint32_t getNumVirtualParticles() const; Range getParticleAccelerations(); void clearParticleAccelerations(); void setVirtualParticles(Range indices, Range weights); void notifyChanged(); bool updateClothData(CuClothData&); // expects acquired context uint32_t getSharedMemorySize() const; // without particle data // expects transformed configs, doesn't call notifyChanged() void setPhaseConfigInternal(Range configs); Range push(CuConstraints&); void clear(CuConstraints&); void syncDeviceParticles(); void syncHostParticles(); Range clampTriangleCount(Range, uint32_t); public: CuFactory& mFactory; CuFabric& mFabric; bool mClothDataDirty; bool mClothCostDirty; // particle data uint32_t mNumParticles; CuDeviceVector mParticles; // cur, prev CuHostVector::Type mParticlesHostCopy; bool mDeviceParticlesDirty; bool mHostParticlesDirty; CuDeviceVector mPhaseConfigs; // transformed! Vector::Type mHostPhaseConfigs; // transformed! // tether constraints stuff float mTetherConstraintLogStiffness; float mTetherConstraintScale; // motion constraints stuff CuConstraints mMotionConstraints; float mMotionConstraintScale; float mMotionConstraintBias; float mMotionConstraintLogStiffness; // separation constraints stuff CuConstraints mSeparationConstraints; // particle acceleration stuff CuDeviceVector mParticleAccelerations; CuHostVector::Type mParticleAccelerationsHostCopy; // collision stuff CuHostVector::Type mCapsuleIndices; CuHostVector::Type mStartCollisionSpheres; CuHostVector::Type mTargetCollisionSpheres; CuHostVector::Type mConvexMasks; CuHostVector::Type mStartCollisionPlanes; CuHostVector::Type mTargetCollisionPlanes; CuHostVector::Type mStartCollisionTriangles; CuHostVector::Type mTargetCollisionTriangles; bool mEnableContinuousCollision; float mCollisionMassScale; float mFriction; // virtual particles CuDeviceVector mVirtualParticleSetSizes; CuDeviceVector mVirtualParticleIndices; CuDeviceVector mVirtualParticleWeights; // self collision float mSelfCollisionDistance; float mSelfCollisionLogStiffness; CuDeviceVector mRestPositions; CuDeviceVector mSelfCollisionIndices; Vector::Type mSelfCollisionIndicesHost; // 4 (position) + 2 (key) per particle + cellStart (8322) CuDeviceVector mSelfCollisionData; uint32_t mSharedMemorySize; void* mUserData; }; } }