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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PhaseConfig.h"
#include "ApexUsingNamespace.h"
#include "PsMathUtils.h"
namespace nvidia
{
namespace cloth
{
PhaseConfig transform(const PhaseConfig&);
}
}
using namespace nvidia;
namespace
{
float safeLog2(float x)
{
float saturated = PxMax(0.0f, PxMin(x, 1.0f));
return saturated ? physx::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.f - 1.f / config.mCompressionLimit;
result.mStretchLimit = 1.f - 1.f / config.mStretchLimit;
return result;
}
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