// 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/Solver.h" #include "DxClothData.h" #include "DxContextLock.h" #include "DxDeviceVector.h" #include "../SwInterCollision.h" struct ID3D11ShaderResourceView; namespace nv { namespace cloth { class DxCloth; class DxFabric; struct PhaseConfig; struct DxKernelData; class DxSolver : private DxContextLock, public Solver { PX_NOCOPY(DxSolver); public: DxSolver(DxFactory&); ~DxSolver(); virtual void addCloth(Cloth*) override; virtual void addCloths(Range cloths) override; virtual void removeCloth(Cloth*) override; virtual int getNumCloths() const override; virtual Cloth * const * getClothList() const override; // functions executing the simulation work. virtual bool beginSimulation(float dt); virtual void simulateChunk(int idx); virtual void endSimulation(); virtual int getSimulationChunkCount() const override; virtual bool hasError() const { return mComputeError; } virtual void setInterCollisionDistance(float distance) { mInterCollisionDistance = distance; } virtual float getInterCollisionDistance() const { return mInterCollisionDistance; } virtual void setInterCollisionStiffness(float stiffness) { mInterCollisionStiffness = stiffness; } virtual float getInterCollisionStiffness() const { return mInterCollisionStiffness; } virtual void setInterCollisionNbIterations(uint32_t nbIterations) { mInterCollisionIterations = nbIterations; } virtual uint32_t getInterCollisionNbIterations() const { return mInterCollisionIterations; } virtual void setInterCollisionFilter(InterCollisionFilter filter) { mInterCollisionFilter = filter; } private: // add cloth helper functions void addClothAppend(Cloth* cloth); void addClothUpdateData(); // simulate helper functions void beginFrame(); void executeKernel(); void endFrame(); void interCollision(); private: DxFactory& mFactory; typedef Vector::Type ClothVector; ClothVector mCloths; DxDeviceVector mClothData; Vector::Type mClothDataHostCopy; bool mClothDataDirty; DxDeviceVector mFrameData; DxDeviceVector mFrameDataHostCopy; DxDeviceVector mIterationData; Vector::Type mIterationDataHostCopy; float mFrameDt; uint32_t mSharedMemorySize; uint32_t mSharedMemoryLimit; int mKernelSharedMemorySize; ID3D11Query* mSyncQuery; float mInterCollisionDistance; float mInterCollisionStiffness; uint32_t mInterCollisionIterations; InterCollisionFilter mInterCollisionFilter; void* mInterCollisionScratchMem; uint32_t mInterCollisionScratchMemSize; Vector::Type mInterCollisionInstances; bool mComputeError; friend void record(const DxSolver&); void* mSimulateProfileEventData; }; } }