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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 "Solver.h"
+#include "Allocator.h"
+#include "SwInterCollision.h"
+#include "CmTask.h"
+
+namespace physx
+{
+
+namespace cloth
+{
+
+class SwCloth;
+class SwFactory;
+
+/// CPU/SSE based cloth solver
+class SwSolver : public UserAllocated, public Solver
+{
+ struct StartSimulationTask : public Cm::Task
+ {
+ using physx::PxLightCpuTask::mRefCount;
+ using physx::PxLightCpuTask::mTm;
+
+ virtual void runInternal();
+ virtual const char* getName() const;
+ SwSolver* mSolver;
+ };
+
+ struct EndSimulationTask : public Cm::Task
+ {
+ using physx::PxLightCpuTask::mRefCount;
+
+ virtual void runInternal();
+ virtual const char* getName() const;
+ SwSolver* mSolver;
+ float mDt;
+ };
+
+ struct CpuClothSimulationTask : public Cm::Task
+ {
+ CpuClothSimulationTask(SwCloth&, EndSimulationTask&);
+ virtual void runInternal();
+ virtual const char* getName() const;
+ virtual void release();
+
+ SwCloth* mCloth;
+ EndSimulationTask* mContinuation;
+ uint32_t mScratchMemorySize;
+ void* mScratchMemory;
+ float mInvNumIterations;
+ };
+
+ public:
+ SwSolver(physx::PxTaskManager*);
+ virtual ~SwSolver();
+
+ virtual void addCloth(Cloth*);
+ virtual void removeCloth(Cloth*);
+
+ virtual physx::PxBaseTask& simulate(float dt, physx::PxBaseTask&);
+
+ virtual void setInterCollisionDistance(float distance)
+ {
+ mInterCollisionDistance = distance;
+ }
+ virtual float getInterCollisionDistance() const
+ {
+ return mInterCollisionDistance;
+ }
+
+ virtual void setInterCollisionStiffness(float stiffness)
+ {
+ mInterCollisionStiffness = stiffness;
+ }
+ virtual float getInterCollisionStiffness() const
+ {
+ return mInterCollisionStiffness;
+ }
+
+ virtual void setInterCollisionNbIterations(uint32_t nbIterations)
+ {
+ mInterCollisionIterations = nbIterations;
+ }
+ virtual uint32_t getInterCollisionNbIterations() const
+ {
+ return mInterCollisionIterations;
+ }
+
+ virtual void setInterCollisionFilter(InterCollisionFilter filter)
+ {
+ mInterCollisionFilter = filter;
+ }
+
+ virtual bool hasError() const
+ {
+ return false;
+ }
+
+ private:
+ void beginFrame() const;
+ void endFrame() const;
+
+ void interCollision();
+
+ private:
+ StartSimulationTask mStartSimulationTask;
+
+ typedef Vector<CpuClothSimulationTask>::Type CpuClothSimulationTaskVector;
+ CpuClothSimulationTaskVector mCpuClothSimulationTasks;
+
+ EndSimulationTask mEndSimulationTask;
+
+ float mInterCollisionDistance;
+ float mInterCollisionStiffness;
+ uint32_t mInterCollisionIterations;
+ InterCollisionFilter mInterCollisionFilter;
+
+ void* mInterCollisionScratchMem;
+ uint32_t mInterCollisionScratchMemSize;
+ shdfnd::Array<SwInterCollisionData> mInterCollisionInstances;
+};
+}
+}