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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 /PhysX_3.4/Source/LowLevelCloth/src/windows/CuCloth.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 'PhysX_3.4/Source/LowLevelCloth/src/windows/CuCloth.h')
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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) 2008-2016 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 "foundation/PxVec4.h"
+#include "Range.h"
+#include "PhaseConfig.h"
+#include "MovingAverage.h"
+#include "IndexPair.h"
+#include "BoundingBox.h"
+#include "Vec4T.h"
+#include "CuPhaseConfig.h"
+#include "CuPinnedAllocator.h"
+#include "CuContextLock.h"
+#include "CuDeviceVector.h"
+
+namespace physx
+{
+namespace cloth
+{
+
+class CuFabric;
+class CuFactory;
+struct CuClothData;
+
+struct CuConstraints
+{
+ CuConstraints(physx::PxCudaContextManager* ctx)
+ : mStart(ctx), mTarget(ctx), mHostCopy(CuHostAllocator(ctx, cudaHostAllocMapped))
+ {
+ }
+
+ void pop()
+ {
+ if(!mTarget.empty())
+ {
+ mStart.swap(mTarget);
+ mTarget.resize(0);
+ }
+ }
+
+ CuDeviceVector<PxVec4> mStart;
+ CuDeviceVector<PxVec4> mTarget;
+ CuPinnedVector<PxVec4>::Type mHostCopy;
+};
+
+class CuCloth : protected CuContextLock
+{
+ public:
+ CuCloth& operator=(const CuCloth&);
+ typedef CuFactory FactoryType;
+ typedef CuFabric FabricType;
+ typedef CuContextLock ContextLockType;
+
+ typedef CuPinnedVector<PxVec4>::Type& MappedVec4fVectorType;
+ typedef CuPinnedVector<IndexPair>::Type& MappedIndexVectorType;
+
+ CuCloth(CuFactory&, CuFabric&, Range<const PxVec4>);
+ CuCloth(CuFactory&, const CuCloth&);
+ ~CuCloth(); // not virtual on purpose
+
+ public:
+ bool isSleeping() const
+ {
+ return mSleepPassCounter >= mSleepAfterCount;
+ }
+ void wakeUp()
+ {
+ mSleepPassCounter = 0;
+ }
+
+ void notifyChanged();
+
+ bool updateClothData(CuClothData&); // expects acquired context
+ uint32_t getSharedMemorySize() const; // without particle data
+
+ // expects transformed configs, doesn't call notifyChanged()
+ void setPhaseConfig(Range<const PhaseConfig>);
+
+ Range<PxVec4> push(CuConstraints&);
+ void clear(CuConstraints&);
+
+ void syncDeviceParticles();
+ void syncHostParticles();
+
+ Range<const PxVec3> clampTriangleCount(Range<const PxVec3>, uint32_t);
+
+ public:
+ CuFactory& mFactory;
+ CuFabric& mFabric;
+
+ bool mClothDataDirty;
+
+ // particle data
+ uint32_t mNumParticles;
+ CuDeviceVector<PxVec4> mParticles; // cur, prev
+ CuPinnedVector<PxVec4>::Type mParticlesHostCopy;
+ bool mDeviceParticlesDirty;
+ bool mHostParticlesDirty;
+
+ 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;
+
+ CuDeviceVector<CuPhaseConfig> mPhaseConfigs; // transformed!
+ Vector<PhaseConfig>::Type mHostPhaseConfigs; // transformed!
+
+ // tether constraints stuff
+ float mTetherConstraintLogStiffness;
+ float mTetherConstraintScale;
+
+ // motion constraints stuff
+ CuConstraints mMotionConstraints;
+ float mMotionConstraintScale;
+ float mMotionConstraintBias;
+ float mMotionConstraintLogStiffness;
+
+ // separation constraints stuff
+ CuConstraints mSeparationConstraints;
+
+ // particle acceleration stuff
+ CuDeviceVector<PxVec4> mParticleAccelerations;
+ CuPinnedVector<PxVec4>::Type mParticleAccelerationsHostCopy;
+
+ // wind
+ PxVec3 mWind;
+ float mDragLogCoefficient;
+ float mLiftLogCoefficient;
+
+ // collision stuff
+ CuPinnedVector<IndexPair>::Type mCapsuleIndices;
+ CuPinnedVector<PxVec4>::Type mStartCollisionSpheres;
+ CuPinnedVector<PxVec4>::Type mTargetCollisionSpheres;
+ CuPinnedVector<uint32_t>::Type mConvexMasks;
+ CuPinnedVector<PxVec4>::Type mStartCollisionPlanes;
+ CuPinnedVector<PxVec4>::Type mTargetCollisionPlanes;
+ CuPinnedVector<PxVec3>::Type mStartCollisionTriangles;
+ CuPinnedVector<PxVec3>::Type mTargetCollisionTriangles;
+ bool mEnableContinuousCollision;
+ float mCollisionMassScale;
+ float mFriction;
+
+ // virtual particles
+ CuDeviceVector<uint32_t> mVirtualParticleSetSizes;
+ CuDeviceVector<Vec4us> mVirtualParticleIndices;
+ CuDeviceVector<PxVec4> mVirtualParticleWeights;
+
+ // self collision
+ float mSelfCollisionDistance;
+ float mSelfCollisionLogStiffness;
+
+ CuDeviceVector<PxVec4> mRestPositions;
+ CuDeviceVector<uint32_t> mSelfCollisionIndices;
+ Vector<uint32_t>::Type mSelfCollisionIndicesHost;
+
+ // 4 (position) + 2 (key) per particle + cellStart (8322)
+ CuDeviceVector<float> mSelfCollisionData;
+
+ // sleeping (see SwCloth for comments)
+ uint32_t mSleepTestInterval;
+ uint32_t mSleepAfterCount;
+ float mSleepThreshold;
+ uint32_t mSleepPassCounter;
+ uint32_t mSleepTestCounter;
+
+ uint32_t mSharedMemorySize;
+
+ void* mUserData;
+};
+}
+}