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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/clothing/embedded/LowLevelCloth/src/SwCloth.h
downloadphysx-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')
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+/*
+ * 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;
+ }
+}
+}