// 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 "Types.h" namespace physx { class PxBaseTask; namespace cloth { class Cloth; // called during inter-collision, user0 and user1 are the user data from each cloth typedef bool (*InterCollisionFilter)(void* user0, void* user1); /// base class for solvers class Solver { protected: Solver(const Solver&); Solver& operator=(const Solver&); protected: Solver() { } public: virtual ~Solver() { } /// add cloth object, returns true if successful virtual void addCloth(Cloth*) = 0; /// remove cloth object virtual void removeCloth(Cloth*) = 0; /// simulate one time step virtual physx::PxBaseTask& simulate(float dt, physx::PxBaseTask&) = 0; // inter-collision parameters virtual void setInterCollisionDistance(float distance) = 0; virtual float getInterCollisionDistance() const = 0; virtual void setInterCollisionStiffness(float stiffness) = 0; virtual float getInterCollisionStiffness() const = 0; virtual void setInterCollisionNbIterations(uint32_t nbIterations) = 0; virtual uint32_t getInterCollisionNbIterations() const = 0; virtual void setInterCollisionFilter(InterCollisionFilter filter) = 0; /// returns true if an unrecoverable error has occurred virtual bool hasError() const = 0; }; } // namespace cloth } // namespace physx