// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "SwFactory.h" #include "PxPhysXConfig.h" // Factory.cpp gets included in both PhysXGPU and LowLevelCloth projects // CuFactory can only be created in PhysXGPU project #if defined(PX_PHYSX_GPU_EXPORTS) || PX_XBOXONE #define ENABLE_CUFACTORY PX_SUPPORT_GPU_PHYSX #else #define ENABLE_CUFACTORY 0 #endif #if ENABLE_CUFACTORY #include "CuFactory.h" #endif namespace physx { namespace cloth { uint32_t getNextFabricId() { static uint32_t sNextFabricId = 0; return sNextFabricId++; } } } using namespace physx; cloth::Factory* cloth::Factory::createFactory(Platform platform, void* contextManager) { PX_UNUSED(contextManager); if(platform == Factory::CPU) return new SwFactory; #if ENABLE_CUFACTORY if(platform == Factory::CUDA) return new CuFactory((physx::PxCudaContextManager*)contextManager); #endif return 0; }