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
|
// 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 "IterationState.h"
#include "SwCollision.h"
#include "SwSelfCollision.h"
namespace nv
{
namespace cloth
{
class SwCloth;
struct SwClothData;
template <typename T4f>
class SwSolverKernel
{
public:
SwSolverKernel(SwCloth const&, SwClothData&, SwKernelAllocator&, IterationStateFactory&);
void operator()();
// returns a conservative estimate of the
// total memory requirements during a solve
static size_t estimateTemporaryMemory(const SwCloth& c);
private:
void integrateParticles();
void constrainTether();
void solveFabric();
void applyWind();
void constrainMotion();
void constrainSeparation();
void collideParticles();
void selfCollideParticles();
void updateSleepState();
void iterateCloth();
void simulateCloth();
SwCloth const& mCloth;
SwClothData& mClothData;
SwKernelAllocator& mAllocator;
SwCollision<T4f> mCollision;
SwSelfCollision<T4f> mSelfCollision;
IterationState<T4f> mState;
private:
SwSolverKernel<T4f>& operator = (const SwSolverKernel<T4f>&);
template <typename AccelerationIterator>
void integrateParticles(AccelerationIterator& accelIt, const T4f&);
};
//explicit template instantiation declaration
#if NV_SIMD_SIMD
extern template class SwSolverKernel<Simd4f>;
#endif
#if NV_SIMD_SCALAR
extern template class SwSolverKernel<Scalar4f>;
#endif
}
}
|