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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 "NvCloth/Fabric.h"
#include "NvCloth/Range.h"
namespace nv
{
namespace cloth
{
class SwFactory;
struct SwTether
{
SwTether(uint16_t, float);
uint16_t mAnchor;
float mLength;
};
class SwFabric : public Fabric
{
public:
#if PX_WINDOWS_FAMILY
typedef AlignedVector<float, 32>::Type RestvalueContainer; // avx
#else
typedef AlignedVector<float, 16>::Type RestvalueContainer;
#endif
SwFabric(SwFactory& factory, uint32_t numParticles, Range<const uint32_t> phasesIndices, Range<const uint32_t> sets,
Range<const float> restvalues, Range<const float> stiffnessValues, Range<const uint32_t> indices, Range<const uint32_t> anchors,
Range<const float> tetherLengths, Range<const uint32_t> triangles, uint32_t id);
SwFabric& operator = (const SwFabric&);
virtual ~SwFabric();
virtual Factory& getFactory() const;
virtual uint32_t getNumPhases() const;
virtual uint32_t getNumRestvalues() const;
virtual uint32_t getNumStiffnessValues() const;
virtual uint32_t getNumSets() const;
virtual uint32_t getNumIndices() const;
virtual uint32_t getNumParticles() const;
virtual uint32_t getNumTethers() const;
virtual uint32_t getNumTriangles() const;
virtual void scaleRestvalues(float);
virtual void scaleTetherLengths(float);
public:
SwFactory& mFactory;
uint32_t mNumParticles;
Vector<uint32_t>::Type mPhases; // index of set to use
Vector<uint32_t>::Type mSets; // offset of first restvalue, with 0 prefix
RestvalueContainer mRestvalues; // rest values (edge length)
RestvalueContainer mStiffnessValues; // constraint stiffnesses, uses phase config if empty
Vector<uint16_t>::Type mIndices; // particle index pairs
Vector<SwTether>::Type mTethers;
float mTetherLengthScale;
Vector<uint16_t>::Type mTriangles;
uint32_t mId;
uint32_t mOriginalNumRestvalues;
};
}
}
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