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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h')
| -rw-r--r-- | APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h b/APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h new file mode 100644 index 00000000..3d0569af --- /dev/null +++ b/APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h @@ -0,0 +1,202 @@ +/* + * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, 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. + */ + +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once + +#include "Cloth.h" +#include "Range.h" +#include "MovingAverage.h" +#include "PhaseConfig.h" +#include "IndexPair.h" +#include "Vec4T.h" +#include "Array.h" +#include "PxTransform.h" + +namespace nvidia +{ + +namespace cloth +{ + +class SwFabric; +class SwFactory; +#if APEX_UE4 +class SwCloth; +#endif + +typedef AlignedVector<PxVec4, 16>::Type Vec4fAlignedVector; + +struct SwConstraints +{ + void pop() + { + if(!mTarget.empty()) + { + mStart.swap(mTarget); + mTarget.resize(0); + } + } + + Vec4fAlignedVector mStart; + Vec4fAlignedVector mTarget; +}; + +class SwCloth +{ + SwCloth& operator=(const SwCloth&); // not implemented + struct SwContextLock + { + SwContextLock(const SwFactory&) + { + } + }; + + public: + typedef SwFactory FactoryType; + typedef SwFabric FabricType; + typedef SwContextLock ContextLockType; + + typedef Vec4fAlignedVector& MappedVec4fVectorType; + typedef Vector<IndexPair>::Type& MappedIndexVectorType; + + SwCloth(SwFactory&, SwFabric&, Range<const PxVec4>); + SwCloth(SwFactory&, const SwCloth&); + ~SwCloth(); // not virtual on purpose + + public: + bool isSleeping() const + { + return mSleepPassCounter >= mSleepAfterCount; + } + void wakeUp() + { + mSleepPassCounter = 0; + } + + void notifyChanged() + { + } + + void setParticleBounds(const float*); + + Range<PxVec4> push(SwConstraints&); + static void clear(SwConstraints&); + + static Range<const PxVec3> clampTriangleCount(Range<const PxVec3>, uint32_t); + + public: + SwFactory& mFactory; + SwFabric& mFabric; + + bool mClothCostDirty; + + // current and previous-iteration particle positions + Vec4fAlignedVector mCurParticles; + Vec4fAlignedVector mPrevParticles; + + PxVec3 mParticleBoundsCenter; + PxVec3 mParticleBoundsHalfExtent; + + PxVec3 mGravity; + PxVec3 mLogDamping; + PxVec3 mLinearLogDrag; + PxVec3 mAngularLogDrag; + PxVec3 mLinearInertia; + PxVec3 mAngularInertia; + PxVec3 mCentrifugalInertia; + float mSolverFrequency; + float mStiffnessFrequency; + + PxTransform mTargetMotion; + PxTransform mCurrentMotion; + PxVec3 mLinearVelocity; + PxVec3 mAngularVelocity; + + float mPrevIterDt; + MovingAverage mIterDtAvg; + + 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 + Vec4fAlignedVector mParticleAccelerations; + + // collision stuff + Vector<IndexPair>::Type mCapsuleIndices; + Vec4fAlignedVector mStartCollisionSpheres; + Vec4fAlignedVector mTargetCollisionSpheres; + Vector<uint32_t>::Type mConvexMasks; + Vec4fAlignedVector mStartCollisionPlanes; + Vec4fAlignedVector mTargetCollisionPlanes; + Vector<PxVec3>::Type mStartCollisionTriangles; + Vector<PxVec3>::Type mTargetCollisionTriangles; + bool mEnableContinuousCollision; + float mCollisionMassScale; + float mFriction; + + // virtual particles + Vector<Vec4us>::Type mVirtualParticleIndices; + Vec4fAlignedVector mVirtualParticleWeights; + uint32_t mNumVirtualParticles; + + // self collision + float mSelfCollisionDistance; + float mSelfCollisionLogStiffness; + + Vector<uint32_t>::Type mSelfCollisionIndices; + + Vec4fAlignedVector mRestPositions; + + // sleeping + uint32_t mSleepTestInterval; // how often to test for movement + uint32_t mSleepAfterCount; // number of tests to pass before sleep + float mSleepThreshold; // max movement delta to pass test + uint32_t mSleepPassCounter; // how many tests passed + uint32_t mSleepTestCounter; // how many iterations since tested + + // unused for CPU simulation + bool mIsAllowedHalfPrecisionSolver; + +#if APEX_UE4 + void* mSimulationTask; + static void(*const sSimulationFunction)(void*, float); +#endif + + void* mUserData; + +} PX_ALIGN_SUFFIX(16); + +} // namespace cloth + +// bounds = lower[3], upper[3] +inline void cloth::SwCloth::setParticleBounds(const float* bounds) +{ + for(uint32_t i = 0; i < 3; ++i) + { + mParticleBoundsCenter[i] = (bounds[3 + i] + bounds[i]) * 0.5f; + mParticleBoundsHalfExtent[i] = (bounds[3 + i] - bounds[i]) * 0.5f; + } +} +} |