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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 /PhysX_3.4/Source/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 'PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h b/PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h new file mode 100644 index 00000000..05db19d2 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h @@ -0,0 +1,210 @@ +// 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) 2008-2016 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 "foundation/PxTransform.h" +#include "Cloth.h" +#include "Range.h" +#include "MovingAverage.h" +#include "PhaseConfig.h" +#include "IndexPair.h" +#include "Vec4T.h" +#include "Array.h" + +namespace physx +{ + +namespace cloth +{ + +class SwFabric; +class SwFactory; + +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; + + // 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; + + // wind + PxVec3 mWind; + float mDragLogCoefficient; + float mLiftLogCoefficient; + + // 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 + + 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; + } +} +} |