// 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) 2008-2017 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 "PhaseConfig.h" #include "PsMathUtils.h" namespace physx { namespace cloth { PhaseConfig transform(const PhaseConfig&); } } using namespace physx; namespace { float safeLog2(float x) { float saturated = PxMax(0.0f, PxMin(x, 1.0f)); return saturated ? shdfnd::log2(saturated) : -FLT_MAX_EXP; } } cloth::PhaseConfig::PhaseConfig(uint16_t index) : mPhaseIndex(index) , mPadding(0xffff) , mStiffness(1.0f) , mStiffnessMultiplier(1.0f) , mCompressionLimit(1.0f) , mStretchLimit(1.0f) { } // convert from user input to solver format cloth::PhaseConfig cloth::transform(const PhaseConfig& config) { PhaseConfig result(config.mPhaseIndex); result.mStiffness = safeLog2(1.0f - config.mStiffness); result.mStiffnessMultiplier = safeLog2(config.mStiffnessMultiplier); // negative for compression, positive for stretch result.mCompressionLimit = 1 - 1 / config.mCompressionLimit; result.mStretchLimit = 1 - 1 / config.mStretchLimit; return result; }