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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/Px.h"
+#include "Types.h"
+
+namespace physx
+{
+namespace simd
+{
+}
+}
+
+namespace physx
+{
+namespace cloth
+{
+
+class SwCloth;
+class SwFabric;
+struct PhaseConfig;
+struct IndexPair;
+struct SwTether;
+
+// reference to cloth instance bulk data (POD)
+struct SwClothData
+{
+ SwClothData(SwCloth&, const SwFabric&);
+ void reconcile(SwCloth&) const;
+ void verify() const;
+
+ // particle data
+ uint32_t mNumParticles;
+ float* mCurParticles;
+ float* mPrevParticles;
+
+ float mCurBounds[6]; // lower[3], upper[3]
+ float mPrevBounds[6];
+ float mPadding; // write as simd
+
+ // distance constraints
+ const PhaseConfig* mConfigBegin;
+ const PhaseConfig* mConfigEnd;
+
+ const uint32_t* mPhases;
+ uint32_t mNumPhases;
+
+ const uint32_t* mSets;
+ uint32_t mNumSets;
+
+ const float* mRestvalues;
+ uint32_t mNumRestvalues;
+
+ const uint16_t* mIndices;
+ uint32_t mNumIndices;
+
+ const SwTether* mTethers;
+ uint32_t mNumTethers;
+ float mTetherConstraintStiffness;
+ float mTetherConstraintScale;
+
+ // wind data
+ const uint16_t* mTriangles;
+ uint32_t mNumTriangles;
+ float mDragCoefficient;
+ float mLiftCoefficient;
+
+ // motion constraint data
+ const float* mStartMotionConstraints;
+ const float* mTargetMotionConstraints;
+ float mMotionConstraintStiffness;
+
+ // separation constraint data
+ const float* mStartSeparationConstraints;
+ const float* mTargetSeparationConstraints;
+
+ // particle acceleration data
+ const float* mParticleAccelerations;
+
+ // collision stuff
+ const float* mStartCollisionSpheres;
+ const float* mTargetCollisionSpheres;
+ uint32_t mNumSpheres;
+
+ const IndexPair* mCapsuleIndices;
+ uint32_t mNumCapsules;
+
+ const float* mStartCollisionPlanes;
+ const float* mTargetCollisionPlanes;
+ uint32_t mNumPlanes;
+
+ const uint32_t* mConvexMasks;
+ uint32_t mNumConvexes;
+
+ const float* mStartCollisionTriangles;
+ const float* mTargetCollisionTriangles;
+ uint32_t mNumCollisionTriangles;
+
+ const uint16_t* mVirtualParticlesBegin;
+ const uint16_t* mVirtualParticlesEnd;
+
+ const float* mVirtualParticleWeights;
+ uint32_t mNumVirtualParticleWeights;
+
+ bool mEnableContinuousCollision;
+ float mFrictionScale;
+ float mCollisionMassScale;
+
+ float mSelfCollisionDistance;
+ float mSelfCollisionStiffness;
+
+ uint32_t mNumSelfCollisionIndices;
+ const uint32_t* mSelfCollisionIndices;
+
+ float* mRestPositions;
+
+ // sleep data
+ uint32_t mSleepPassCounter;
+ uint32_t mSleepTestCounter;
+
+} PX_ALIGN_SUFFIX(16);
+}
+}