// // 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 "Types.h" #include "StackAllocator.h" #include "Simd4i.h" #include "PxMat44.h" #include "PxTransform.h" #include "PxBounds3.h" namespace physx { namespace profile { class PxProfileZone; } } namespace nvidia { namespace cloth { class SwCloth; struct SwClothData; typedef StackAllocator<16> SwKernelAllocator; typedef bool (*InterCollisionFilter)(void* cloth0, void* cloth1); struct SwInterCollisionData { SwInterCollisionData() { } SwInterCollisionData(PxVec4* particles, PxVec4* prevParticles, uint32_t numParticles, uint32_t* indices, const PxTransform& globalPose, const PxVec3& boundsCenter, const PxVec3& boundsHalfExtents, float impulseScale, void* userData) : mParticles(particles) , mPrevParticles(prevParticles) , mNumParticles(numParticles) , mIndices(indices) , mGlobalPose(globalPose) , mBoundsCenter(boundsCenter) , mBoundsHalfExtent(boundsHalfExtents) , mImpulseScale(impulseScale) , mUserData(userData) { } PxVec4* mParticles; PxVec4* mPrevParticles; uint32_t mNumParticles; uint32_t* mIndices; PxTransform mGlobalPose; PxVec3 mBoundsCenter; PxVec3 mBoundsHalfExtent; float mImpulseScale; void* mUserData; }; template class SwInterCollision { public: SwInterCollision(const SwInterCollisionData* cloths, uint32_t n, float colDist, float stiffness, uint32_t iterations, InterCollisionFilter filter, cloth::SwKernelAllocator& alloc, nvidia::profile::PxProfileZone* zone); ~SwInterCollision(); void operator()(); static size_t estimateTemporaryMemory(SwInterCollisionData* cloths, uint32_t n); private: SwInterCollision& operator=(const SwInterCollision&); // not implemented static size_t getBufferSize(uint32_t); void collideParticles(const uint32_t* keys, uint32_t firstColumnSize, const uint32_t* sortedIndices, uint32_t numParticles, uint32_t collisionDistance); Simd4f& getParticle(uint32_t index); // better wrap these in a struct void collideParticle(uint32_t index); Simd4f mParticle; Simd4f mImpulse; Simd4f mCollisionDistance; Simd4f mCollisionSquareDistance; Simd4f mStiffness; uint16_t mClothIndex; uint32_t mClothMask; uint32_t mParticleIndex; uint32_t mNumIterations; const SwInterCollisionData* mInstances; uint32_t mNumInstances; uint16_t* mClothIndices; uint32_t* mParticleIndices; uint32_t mNumParticles; uint32_t* mOverlapMasks; uint32_t mTotalParticles; InterCollisionFilter mFilter; SwKernelAllocator& mAllocator; profile::PxProfileZone* mProfiler; public: mutable uint32_t mNumTests; mutable uint32_t mNumCollisions; }; } // namespace cloth } // namespace nvidia