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path: root/NvCloth/src/ClothBase.h
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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) 2008-2020 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

namespace nv
{
namespace cloth
{

/* helper functions shared between SwCloth and CuCloth */

template <typename Cloth>
void initialize(Cloth& cloth, const physx::PxVec4* pIt, const physx::PxVec4* pEnd)
{
	// initialize particles bounding box
	physx::PxVec4 lower = physx::PxVec4(FLT_MAX), upper = -lower;
	for (; pIt != pEnd; ++pIt)
	{
		lower = lower.minimum(*pIt);
		upper = upper.maximum(*pIt);
	}
	physx::PxVec4 center = (upper + lower) * 0.5f;
	physx::PxVec4 extent = (upper - lower) * 0.5f;
	cloth.mParticleBoundsCenter = reinterpret_cast<const physx::PxVec3&>(center);
	cloth.mParticleBoundsHalfExtent = reinterpret_cast<const physx::PxVec3&>(extent);

	cloth.mGravity = physx::PxVec3(0.0f);
	cloth.mLogDamping = physx::PxVec3(0.0f);
	cloth.mLinearLogDrag = physx::PxVec3(0.0f);
	cloth.mAngularLogDrag = physx::PxVec3(0.0f);
	cloth.mLinearInertia = physx::PxVec3(1.0f);
	cloth.mAngularInertia = physx::PxVec3(1.0f);
	cloth.mCentrifugalInertia = physx::PxVec3(1.0f);
	cloth.mSolverFrequency = 300.0f;
	cloth.mStiffnessFrequency = 10.0f;
	cloth.mTargetMotion = physx::PxTransform(physx::PxIdentity);
	cloth.mCurrentMotion = physx::PxTransform(physx::PxIdentity);
	cloth.mLinearVelocity = physx::PxVec3(0.0f);
	cloth.mAngularVelocity = physx::PxVec3(0.0f);
	cloth.mIgnoreVelocityDiscontinuityNextFrame = false;
	cloth.mPrevIterDt = 0.0f;
	cloth.mIterDtAvg = MovingAverage(30);
	cloth.mTetherConstraintLogStiffness = float(-FLT_MAX_EXP);
	cloth.mTetherConstraintScale = 1.0f;
	cloth.mMotionConstraintScale = 1.0f;
	cloth.mMotionConstraintBias = 0.0f;
	cloth.mMotionConstraintLogStiffness = float(-FLT_MAX_EXP);
	cloth.mWind = physx::PxVec3(0.0f);
	cloth.mDragLogCoefficient = 0.0f;
	cloth.mLiftLogCoefficient = 0.0f;
	cloth.mFluidDensity = 1.0f;
	cloth.mEnableContinuousCollision = false;
	cloth.mCollisionMassScale = 0.0f;
	cloth.mFriction = 0.0f;
	cloth.mSelfCollisionDistance = 0.0f;
	cloth.mSelfCollisionLogStiffness = float(-FLT_MAX_EXP);
	cloth.mSleepTestInterval = uint32_t(-1);
	cloth.mSleepAfterCount = uint32_t(-1);
	cloth.mSleepThreshold = 0.0f;
	cloth.mSleepPassCounter = 0;
	cloth.mSleepTestCounter = 0;
}

template <typename DstCloth, typename SrcCloth>
void copy(DstCloth& dstCloth, const SrcCloth& srcCloth)
{
	dstCloth.mParticleBoundsCenter = srcCloth.mParticleBoundsCenter;
	dstCloth.mParticleBoundsHalfExtent = srcCloth.mParticleBoundsHalfExtent;
	dstCloth.mGravity = srcCloth.mGravity;
	dstCloth.mLogDamping = srcCloth.mLogDamping;
	dstCloth.mLinearLogDrag = srcCloth.mLinearLogDrag;
	dstCloth.mAngularLogDrag = srcCloth.mAngularLogDrag;
	dstCloth.mLinearInertia = srcCloth.mLinearInertia;
	dstCloth.mAngularInertia = srcCloth.mAngularInertia;
	dstCloth.mCentrifugalInertia = srcCloth.mCentrifugalInertia;
	dstCloth.mSolverFrequency = srcCloth.mSolverFrequency;
	dstCloth.mStiffnessFrequency = srcCloth.mStiffnessFrequency;
	dstCloth.mTargetMotion = srcCloth.mTargetMotion;
	dstCloth.mCurrentMotion = srcCloth.mCurrentMotion;
	dstCloth.mLinearVelocity = srcCloth.mLinearVelocity;
	dstCloth.mAngularVelocity = srcCloth.mAngularVelocity;
	dstCloth.mPrevIterDt = srcCloth.mPrevIterDt;
	dstCloth.mIterDtAvg = srcCloth.mIterDtAvg;
	dstCloth.mTetherConstraintLogStiffness = srcCloth.mTetherConstraintLogStiffness;
	dstCloth.mTetherConstraintScale = srcCloth.mTetherConstraintScale;
	dstCloth.mMotionConstraintScale = srcCloth.mMotionConstraintScale;
	dstCloth.mMotionConstraintBias = srcCloth.mMotionConstraintBias;
	dstCloth.mMotionConstraintLogStiffness = srcCloth.mMotionConstraintLogStiffness;
	dstCloth.mWind = srcCloth.mWind;
	dstCloth.mDragLogCoefficient = srcCloth.mDragLogCoefficient;
	dstCloth.mLiftLogCoefficient = srcCloth.mLiftLogCoefficient;
	dstCloth.mEnableContinuousCollision = srcCloth.mEnableContinuousCollision;
	dstCloth.mCollisionMassScale = srcCloth.mCollisionMassScale;
	dstCloth.mFriction = srcCloth.mFriction;
	dstCloth.mSelfCollisionDistance = srcCloth.mSelfCollisionDistance;
	dstCloth.mSelfCollisionLogStiffness = srcCloth.mSelfCollisionLogStiffness;
	dstCloth.mSleepTestInterval = srcCloth.mSleepTestInterval;
	dstCloth.mSleepAfterCount = srcCloth.mSleepAfterCount;
	dstCloth.mSleepThreshold = srcCloth.mSleepThreshold;
	dstCloth.mSleepPassCounter = srcCloth.mSleepPassCounter;
	dstCloth.mSleepTestCounter = srcCloth.mSleepTestCounter;
	dstCloth.mUserData = srcCloth.mUserData;
}

} // namespace cloth
} // namespace nv