/* * Copyright (c) 2008-2017, 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. #include "PhaseConfig.h" #include "ApexUsingNamespace.h" #include "PsMathUtils.h" namespace nvidia { namespace cloth { PhaseConfig transform(const PhaseConfig&); } } using namespace nvidia; namespace { float safeLog2(float x) { float saturated = PxMax(0.0f, PxMin(x, 1.0f)); return saturated ? physx::shdfnd::log2(saturated) : -FLT_MAX_EXP; } } cloth::PhaseConfig::PhaseConfig(uint16_t index) : mPhaseIndex(index) , mPadding(0xffff) , mStiffness(1.0f) , mStiffnessMultiplier(1.0f) , mCompressionLimit(1.0f) , mStretchLimit(1.0f) { } // convert from user input to solver format cloth::PhaseConfig cloth::transform(const PhaseConfig& config) { PhaseConfig result(config.mPhaseIndex); result.mStiffness = safeLog2(1.0f - config.mStiffness); result.mStiffnessMultiplier = safeLog2(config.mStiffnessMultiplier); // negative for compression, positive for stretch result.mCompressionLimit = 1.f - 1.f / config.mCompressionLimit; result.mStretchLimit = 1.f - 1.f / config.mStretchLimit; return result; }