// // 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 "Solver.h" #include "Allocator.h" #include "SwInterCollision.h" #include "CmTask.h" namespace nvidia { namespace cloth { class SwCloth; class SwFactory; /// CPU/SSE based cloth solver class SwSolver : public UserAllocated, public Solver { struct StartSimulationTask : public Cm::Task { using PxLightCpuTask::mRefCount; using PxLightCpuTask::mTm; virtual void runInternal(); virtual const char* getName() const; SwSolver* mSolver; }; struct EndSimulationTask : public Cm::Task { using PxLightCpuTask::mRefCount; virtual void runInternal(); virtual const char* getName() const; SwSolver* mSolver; #if !APEX_UE4 float mDt; #endif }; struct CpuClothSimulationTask : public Cm::Task { #if APEX_UE4 void* operator new(size_t n){ return allocate(n); } void operator delete(void* ptr) { return deallocate(ptr); } CpuClothSimulationTask(SwCloth&, SwSolver&); ~CpuClothSimulationTask(); void simulate(float dt); SwSolver* mSolver; #else CpuClothSimulationTask(SwCloth&, EndSimulationTask&); EndSimulationTask* mContinuation; #endif virtual void runInternal(); virtual const char* getName() const; virtual void release(); SwCloth* mCloth; uint32_t mScratchMemorySize; void* mScratchMemory; float mInvNumIterations; }; public: SwSolver(nvidia::profile::PxProfileZone*, PxTaskManager*); virtual ~SwSolver(); virtual void addCloth(Cloth*); virtual void removeCloth(Cloth*); virtual PxBaseTask& simulate(float dt, 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 uint32_t getNumSharedPositions( const Cloth* ) const { return uint32_t(-1); } virtual bool hasError() const { return false; } #if APEX_UE4 static void simulate(void*, float); #endif private: void beginFrame() const; void endFrame() const; void interCollision(); private: StartSimulationTask mStartSimulationTask; #if APEX_UE4 typedef Vector::Type CpuClothSimulationTaskVector; float mDt; #else typedef Vector::Type CpuClothSimulationTaskVector; #endif CpuClothSimulationTaskVector mCpuClothSimulationTasks; EndSimulationTask mEndSimulationTask; profile::PxProfileZone* mProfiler; uint16_t mSimulateEventId; float mInterCollisionDistance; float mInterCollisionStiffness; uint32_t mInterCollisionIterations; InterCollisionFilter mInterCollisionFilter; void* mInterCollisionScratchMem; uint32_t mInterCollisionScratchMemSize; nvidia::Array mInterCollisionInstances; }; } }