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//
// 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) 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.
#pragma once
#include "Factory.h"
#include "Allocator.h"
namespace nvidia
{
namespace cloth
{
class SwFabric;
class SwCloth;
template <typename>
class ClothImpl;
class SwFactory : public UserAllocated, public Factory
{
public:
typedef SwFabric FabricType;
typedef ClothImpl<SwCloth> ImplType;
SwFactory();
virtual ~SwFactory();
virtual Fabric* createFabric(uint32_t numParticles, Range<const uint32_t> phases, Range<const uint32_t> sets,
Range<const float> restvalues, Range<const uint32_t> indices,
Range<const uint32_t> anchors, Range<const float> tetherLengths);
virtual Cloth* createCloth(Range<const PxVec4> particles, Fabric& fabric);
virtual Solver* createSolver(profile::PxProfileZone*, PxTaskManager*);
virtual Cloth* clone(const Cloth& cloth);
virtual void extractFabricData(const Fabric& fabric, Range<uint32_t> phases, Range<uint32_t> sets,
Range<float> restvalues, Range<uint32_t> indices, Range<uint32_t> anchors,
Range<float> tetherLengths) const;
virtual void extractCollisionData(const Cloth& cloth, Range<PxVec4> spheres, Range<uint32_t> capsules,
Range<PxVec4> planes, Range<uint32_t> convexes, Range<PxVec3> triangles) const;
virtual void extractMotionConstraints(const Cloth& cloth, Range<PxVec4> destConstraints) const;
virtual void extractSeparationConstraints(const Cloth& cloth, Range<PxVec4> destConstraints) const;
virtual void extractParticleAccelerations(const Cloth& cloth, Range<PxVec4> destAccelerations) const;
virtual void extractVirtualParticles(const Cloth& cloth, Range<uint32_t[4]> destIndices,
Range<PxVec3> destWeights) const;
virtual void extractSelfCollisionIndices(const Cloth& cloth, Range<uint32_t> destIndices) const;
virtual void extractRestPositions(const Cloth& cloth, Range<PxVec4> destRestPositions) const;
public:
Vector<SwFabric*>::Type mFabrics;
};
}
}
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