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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/Factory.h"
#include "NvCloth/ps/PsArray.h"
#include <foundation/PxVec4.h>
#include <foundation/PxVec3.h>
#include <cuda.h>
namespace nv
{
namespace cloth
{
class CuFabric;
class CuCloth;
template <typename>
class ClothImpl;
class CuFactory : public Factory
{
protected:
CuFactory& operator = (const CuFactory&);
public:
typedef CuFabric FabricType;
typedef CuCloth ClothType;
CuFactory(CUcontext);
virtual ~CuFactory();
virtual Platform getPlatform() const { return Platform::CUDA; }
virtual Fabric* createFabric(uint32_t numParticles, Range<const uint32_t> phaseIndices, 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);
virtual Cloth* createCloth(Range<const physx::PxVec4> particles, Fabric& fabric);
virtual Solver* createSolver();
virtual Cloth* clone(const Cloth& cloth);
virtual void extractFabricData(const Fabric& fabric, Range<uint32_t> phaseIndices, Range<uint32_t> sets,
Range<float> restvalues, Range<float> stiffnessValues, Range<uint32_t> indices, Range<uint32_t> anchors,
Range<float> tetherLengths, Range<uint32_t> triangles) const;
virtual void extractCollisionData(const Cloth& cloth, Range<physx::PxVec4> spheres, Range<uint32_t> capsules,
Range<physx::PxVec4> planes, Range<uint32_t> convexes, Range<physx::PxVec3> triangles) const;
virtual void extractMotionConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const;
virtual void extractSeparationConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const;
virtual void extractParticleAccelerations(const Cloth& cloth, Range<physx::PxVec4> destAccelerations) const;
virtual void extractVirtualParticles(const Cloth& cloth, Range<uint32_t[4]> destIndices,
Range<physx::PxVec3> destWeights) const;
virtual void extractSelfCollisionIndices(const Cloth& cloth, Range<uint32_t> destIndices) const;
virtual void extractRestPositions(const Cloth& cloth, Range<physx::PxVec4> destRestPositions) const;
public:
void copyToHost(const void* srcIt, const void* srcEnd, void* dstIt) const;
public:
Vector<CuFabric*>::Type mFabrics;
int mSolverCount; //Tracks how many cuda solvers are alive
CUcontext mContext;
CUmodule mKernelModule;
uint32_t mNumThreadsPerBlock;
const uint32_t mMaxThreadsPerBlock;
};
}
}
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