// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 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 "Cloth.h" #include "Range.h" #include "MovingAverage.h" #include "PhaseConfig.h" #include "IndexPair.h" #include "Vec4T.h" #include "Array.h" #include "PxTransform.h" namespace nvidia { namespace cloth { class SwFabric; class SwFactory; #if APEX_UE4 class SwCloth; #endif typedef AlignedVector::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::Type& MappedIndexVectorType; SwCloth(SwFactory&, SwFabric&, Range); 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 push(SwConstraints&); static void clear(SwConstraints&); static Range clampTriangleCount(Range, uint32_t); public: SwFactory& mFactory; SwFabric& mFabric; bool mClothCostDirty; // 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::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; // collision stuff Vector::Type mCapsuleIndices; Vec4fAlignedVector mStartCollisionSpheres; Vec4fAlignedVector mTargetCollisionSpheres; Vector::Type mConvexMasks; Vec4fAlignedVector mStartCollisionPlanes; Vec4fAlignedVector mTargetCollisionPlanes; Vector::Type mStartCollisionTriangles; Vector::Type mTargetCollisionTriangles; bool mEnableContinuousCollision; float mCollisionMassScale; float mFriction; // virtual particles Vector::Type mVirtualParticleIndices; Vec4fAlignedVector mVirtualParticleWeights; uint32_t mNumVirtualParticles; // self collision float mSelfCollisionDistance; float mSelfCollisionLogStiffness; Vector::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 // unused for CPU simulation bool mIsAllowedHalfPrecisionSolver; #if APEX_UE4 void* mSimulationTask; static void(*const sSimulationFunction)(void*, float); #endif 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; } } }