// 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. #pragma once #include "Solver.h" #include "Allocator.h" #include "SwInterCollision.h" #include "CmTask.h" namespace physx { namespace cloth { class SwCloth; class SwFactory; /// CPU/SSE based cloth solver class SwSolver : public UserAllocated, public Solver { struct StartSimulationTask : public Cm::Task { using physx::PxLightCpuTask::mRefCount; using physx::PxLightCpuTask::mTm; StartSimulationTask() : Cm::Task(0) {} virtual void runInternal(); virtual const char* getName() const; SwSolver* mSolver; }; struct EndSimulationTask : public Cm::Task { using physx::PxLightCpuTask::mRefCount; EndSimulationTask() : Cm::Task(0) {} virtual void runInternal(); virtual const char* getName() const; SwSolver* mSolver; float mDt; }; struct CpuClothSimulationTask : public Cm::Task { CpuClothSimulationTask(SwCloth&, EndSimulationTask&); virtual void runInternal(); virtual const char* getName() const; virtual void release(); SwCloth* mCloth; EndSimulationTask* mContinuation; uint32_t mScratchMemorySize; void* mScratchMemory; float mInvNumIterations; }; public: SwSolver(physx::PxTaskManager*); virtual ~SwSolver(); virtual void addCloth(Cloth*); virtual void removeCloth(Cloth*); virtual physx::PxBaseTask& simulate(float dt, physx::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 bool hasError() const { return false; } private: void beginFrame() const; void endFrame() const; void interCollision(); private: StartSimulationTask mStartSimulationTask; typedef Vector::Type CpuClothSimulationTaskVector; CpuClothSimulationTaskVector mCpuClothSimulationTasks; EndSimulationTask mEndSimulationTask; float mInterCollisionDistance; float mInterCollisionStiffness; uint32_t mInterCollisionIterations; InterCollisionFilter mInterCollisionFilter; void* mInterCollisionScratchMem; uint32_t mInterCollisionScratchMemSize; shdfnd::Array mInterCollisionInstances; }; } }