aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/src/SwCloth.h
blob: 1663894e85d2effa270379858674021746875c3e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
// 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 "Vec4T.h"
#include <foundation/PxVec4.h>
#include <foundation/PxVec3.h>
#include <foundation/PxTransform.h>
#include "SwFactory.h"
#include "SwFabric.h"
#include "ClothImpl.h"

namespace nv
{

namespace cloth
{

struct SwConstraints
{
	void pop()
	{
		if (!mTarget.empty())
		{
			mStart.swap(mTarget);
			mTarget.resize(0);
		}
	}

	Vector<physx::PxVec4>::Type mStart;
	Vector<physx::PxVec4>::Type mTarget;
};

struct SwContextLock
{
	SwContextLock(const SwFactory&)
	{
	}
};

class SwCloth;

template<>
class ClothTraits<SwCloth>
{
public:
	typedef SwFactory FactoryType;
	typedef SwFabric FabricType;
	typedef SwContextLock ContextLockType;
};

class SwCloth : public ClothImpl<SwCloth>
{
	SwCloth& operator = (const SwCloth&); // not implemented

  public:
	typedef SwFactory FactoryType;
	typedef SwFabric FabricType;
	typedef SwContextLock ContextLockType;

	typedef Vector<physx::PxVec3>::Type& MappedVec3fVectorType;
	typedef Vector<physx::PxVec4>::Type& MappedVec4fVectorType;
	typedef Vector<IndexPair>::Type& MappedIndexVectorType;
	typedef Vector<uint32_t>::Type& MappedMaskVectorType;

	SwCloth(SwFactory&, SwFabric&, Range<const physx::PxVec4>);
	SwCloth(SwFactory&, const SwCloth&);
	~SwCloth(); // not virtual on purpose

  public:
	virtual Cloth* clone(Factory& factory) const;
	uint32_t getNumParticles() const;

	void lockParticles() const;
	void unlockParticles() const;

	MappedRange<physx::PxVec4> getCurrentParticles();
	MappedRange<const physx::PxVec4> getCurrentParticles() const;
	MappedRange<physx::PxVec4> getPreviousParticles();
	MappedRange<const physx::PxVec4> getPreviousParticles() const;
	GpuParticles getGpuParticles();

	void setPhaseConfig(Range<const PhaseConfig> configs);
	void setSelfCollisionIndices(Range<const uint32_t> indices);
	uint32_t getNumVirtualParticles() const;
	Range<physx::PxVec4> getParticleAccelerations();
	void clearParticleAccelerations();
	void setVirtualParticles(Range<const uint32_t[4]> indices, Range<const physx::PxVec3> weights);

	void notifyChanged()
	{
	}

	void setParticleBounds(const float*);

	Range<physx::PxVec4> push(SwConstraints&);
	static void clear(SwConstraints&);

	static Range<const physx::PxVec3> clampTriangleCount(Range<const physx::PxVec3>, uint32_t);

  public:
	SwFactory& mFactory;
	SwFabric& mFabric;

	bool mClothCostDirty;

	// current and previous-iteration particle positions
	Vector<physx::PxVec4>::Type mCurParticles;
	Vector<physx::PxVec4>::Type mPrevParticles;

	Vector<PhaseConfig>::Type mPhaseConfigs; // transformed!

	// tether constraints stuff
	float mTetherConstraintLogStiffness;
	float mTetherConstraintScale;

	// motion constraints stuff
	SwConstraints mMotionConstraints;
	float mMotionConstraintScale;
	float mMotionConstraintBias;
	float mMotionConstraintLogStiffness;

	// separation constraints stuff
	SwConstraints mSeparationConstraints;

	// particle acceleration stuff
	Vector<physx::PxVec4>::Type mParticleAccelerations;

	// collision stuff
	Vector<IndexPair>::Type mCapsuleIndices;
	Vector<physx::PxVec4>::Type mStartCollisionSpheres;
	Vector<physx::PxVec4>::Type mTargetCollisionSpheres;
	Vector<uint32_t>::Type mConvexMasks;
	Vector<physx::PxVec4>::Type mStartCollisionPlanes;
	Vector<physx::PxVec4>::Type mTargetCollisionPlanes;
	Vector<physx::PxVec3>::Type mStartCollisionTriangles;
	Vector<physx::PxVec3>::Type mTargetCollisionTriangles;
	bool mEnableContinuousCollision;
	float mCollisionMassScale;
	float mFriction;

	// virtual particles
	Vector<Vec4us>::Type mVirtualParticleIndices;
	Vector<physx::PxVec4>::Type mVirtualParticleWeights;
	uint32_t mNumVirtualParticles;

	// self collision
	float mSelfCollisionDistance;
	float mSelfCollisionLogStiffness;

	Vector<uint32_t>::Type mSelfCollisionIndices;

	Vector<physx::PxVec4>::Type mRestPositions;

	// unused for CPU simulation
	void* mUserData;
};

} // namespace cloth
}