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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
#include <foundation/Px.h>
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;
};
}
}
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