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// 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 "SwCloth.h"
#include "SwFabric.h"
#include "SwFactory.h"
#include "TripletScheduler.h"
#include "ClothBase.h"
#include "PsUtilities.h"
namespace physx
{
namespace cloth
{
PhaseConfig transform(const PhaseConfig&); // from PhaseConfig.cpp
}
}
using namespace physx;
using namespace shdfnd;
cloth::SwCloth::SwCloth(SwFactory& factory, SwFabric& fabric, Range<const PxVec4> particles)
: mFactory(factory), mFabric(fabric), mNumVirtualParticles(0), mUserData(0)
{
PX_ASSERT(!particles.empty());
initialize(*this, particles.begin(), particles.end());
#if PX_WINDOWS
const uint32_t kSimdWidth = 8; // avx
#else
const uint32_t kSimdWidth = 4; // sse
#endif
mCurParticles.reserve(particles.size() + kSimdWidth - 1);
mCurParticles.assign(reinterpret_cast<const PxVec4*>(particles.begin()),
reinterpret_cast<const PxVec4*>(particles.end()));
// 7 dummy particles used in SIMD solver
mCurParticles.resize(particles.size() + kSimdWidth - 1, PxVec4(0.0f));
mPrevParticles = mCurParticles;
mCurParticles.resize(particles.size());
mPrevParticles.resize(particles.size());
mFabric.incRefCount();
}
namespace
{
// copy vector and make same capacity
void copyVector(cloth::Vec4fAlignedVector& dst, const cloth::Vec4fAlignedVector& src)
{
dst.reserve(src.capacity());
dst.assign(src.begin(), src.end());
// ensure valid dummy data
dst.resize(src.capacity(), PxVec4(0.0f));
dst.resize(src.size());
}
}
// copy constructor, supports rebinding to a different factory
cloth::SwCloth::SwCloth(SwFactory& factory, const SwCloth& cloth)
: mFactory(factory)
, mFabric(cloth.mFabric)
, mPhaseConfigs(cloth.mPhaseConfigs)
, mCapsuleIndices(cloth.mCapsuleIndices)
, mStartCollisionSpheres(cloth.mStartCollisionSpheres)
, mTargetCollisionSpheres(cloth.mTargetCollisionSpheres)
, mStartCollisionPlanes(cloth.mStartCollisionPlanes)
, mTargetCollisionPlanes(cloth.mTargetCollisionPlanes)
, mStartCollisionTriangles(cloth.mStartCollisionTriangles)
, mTargetCollisionTriangles(cloth.mTargetCollisionTriangles)
, mVirtualParticleIndices(cloth.mVirtualParticleIndices)
, mVirtualParticleWeights(cloth.mVirtualParticleWeights)
, mNumVirtualParticles(cloth.mNumVirtualParticles)
, mSelfCollisionIndices(cloth.mSelfCollisionIndices)
, mRestPositions(cloth.mRestPositions)
{
copy(*this, cloth);
// carry over capacity (using as dummy particles)
copyVector(mCurParticles, cloth.mCurParticles);
copyVector(mPrevParticles, cloth.mPrevParticles);
copyVector(mMotionConstraints.mStart, cloth.mMotionConstraints.mStart);
copyVector(mMotionConstraints.mTarget, cloth.mMotionConstraints.mTarget);
copyVector(mSeparationConstraints.mStart, cloth.mSeparationConstraints.mStart);
copyVector(mSeparationConstraints.mTarget, cloth.mSeparationConstraints.mTarget);
copyVector(mParticleAccelerations, cloth.mParticleAccelerations);
mFabric.incRefCount();
}
cloth::SwCloth::~SwCloth()
{
mFabric.decRefCount();
}
cloth::Range<PxVec4> cloth::SwCloth::push(SwConstraints& constraints)
{
uint32_t n = mCurParticles.size();
if(!constraints.mTarget.capacity())
constraints.mTarget.resize((n + 3) & ~3, PxVec4(0.0f)); // reserve multiple of 4 for SIMD
constraints.mTarget.resizeUninitialized(n);
PxVec4* data = &constraints.mTarget.front();
Range<PxVec4> result(data, data + constraints.mTarget.size());
if(constraints.mStart.empty()) // initialize start first
constraints.mStart.swap(constraints.mTarget);
return result;
}
void cloth::SwCloth::clear(SwConstraints& constraints)
{
Vec4fAlignedVector().swap(constraints.mStart);
Vec4fAlignedVector().swap(constraints.mTarget);
}
cloth::Range<const PxVec3> cloth::SwCloth::clampTriangleCount(Range<const PxVec3> range, uint32_t)
{
return range;
}
#include "ClothImpl.h"
namespace physx
{
namespace cloth
{
template <>
Cloth* ClothImpl<SwCloth>::clone(Factory& factory) const
{
return factory.clone(*this);
}
template <>
uint32_t ClothImpl<SwCloth>::getNumParticles() const
{
return mCloth.mCurParticles.size();
}
template <>
void ClothImpl<SwCloth>::lockParticles() const
{
}
template <>
void ClothImpl<SwCloth>::unlockParticles() const
{
}
template <>
MappedRange<PxVec4> ClothImpl<SwCloth>::getCurrentParticles()
{
return getMappedParticles(&mCloth.mCurParticles.front());
}
template <>
MappedRange<const PxVec4> ClothImpl<SwCloth>::getCurrentParticles() const
{
return getMappedParticles(&mCloth.mCurParticles.front());
}
template <>
MappedRange<PxVec4> ClothImpl<SwCloth>::getPreviousParticles()
{
return getMappedParticles(&mCloth.mPrevParticles.front());
}
template <>
MappedRange<const PxVec4> ClothImpl<SwCloth>::getPreviousParticles() const
{
return getMappedParticles(&mCloth.mPrevParticles.front());
}
template <>
GpuParticles ClothImpl<SwCloth>::getGpuParticles()
{
GpuParticles result = { 0, 0, 0 };
return result;
}
template <>
void ClothImpl<SwCloth>::setPhaseConfig(Range<const PhaseConfig> configs)
{
mCloth.mPhaseConfigs.resize(0);
// transform phase config to use in solver
for(; !configs.empty(); configs.popFront())
if(configs.front().mStiffness > 0.0f)
mCloth.mPhaseConfigs.pushBack(transform(configs.front()));
mCloth.wakeUp();
}
template <>
void ClothImpl<SwCloth>::setSelfCollisionIndices(Range<const uint32_t> indices)
{
ContextLockType lock(mCloth.mFactory);
mCloth.mSelfCollisionIndices.assign(indices.begin(), indices.end());
mCloth.notifyChanged();
mCloth.wakeUp();
}
template <>
uint32_t ClothImpl<SwCloth>::getNumVirtualParticles() const
{
return uint32_t(mCloth.mNumVirtualParticles);
}
template <>
Range<PxVec4> ClothImpl<SwCloth>::getParticleAccelerations()
{
if(mCloth.mParticleAccelerations.empty())
{
uint32_t n = mCloth.mCurParticles.size();
mCloth.mParticleAccelerations.resize(n, PxVec4(0.0f));
}
mCloth.wakeUp();
PxVec4* data = &mCloth.mParticleAccelerations.front();
return Range<PxVec4>(data, data + mCloth.mParticleAccelerations.size());
}
template <>
void ClothImpl<SwCloth>::clearParticleAccelerations()
{
Vec4fAlignedVector().swap(mCloth.mParticleAccelerations);
mCloth.wakeUp();
}
template <>
void ClothImpl<SwCloth>::setVirtualParticles(Range<const uint32_t[4]> indices, Range<const PxVec3> weights)
{
mCloth.mNumVirtualParticles = 0;
// shuffle indices to form independent SIMD sets
uint16_t numParticles = uint16_t(mCloth.mCurParticles.size());
TripletScheduler scheduler(indices);
scheduler.simd(numParticles, 4);
// convert indices to byte offset
Vec4us dummy(numParticles, uint16_t(numParticles + 1), uint16_t(numParticles + 2), 0);
Vector<uint32_t>::Type::ConstIterator sIt = scheduler.mSetSizes.begin();
Vector<uint32_t>::Type::ConstIterator sEnd = scheduler.mSetSizes.end();
TripletScheduler::ConstTripletIter tIt = scheduler.mTriplets.begin(), tLast;
mCloth.mVirtualParticleIndices.resize(0);
mCloth.mVirtualParticleIndices.reserve(indices.size() + 3 * uint32_t(sEnd - sIt));
for(; sIt != sEnd; ++sIt)
{
uint32_t setSize = *sIt;
for(tLast = tIt + setSize; tIt != tLast; ++tIt, ++mCloth.mNumVirtualParticles)
mCloth.mVirtualParticleIndices.pushBack(Vec4us(*tIt));
mCloth.mVirtualParticleIndices.resize((mCloth.mVirtualParticleIndices.size() + 3) & ~3, dummy);
}
Vector<Vec4us>::Type(mCloth.mVirtualParticleIndices.begin(), mCloth.mVirtualParticleIndices.end())
.swap(mCloth.mVirtualParticleIndices);
// precompute 1/dot(w,w)
Vec4fAlignedVector().swap(mCloth.mVirtualParticleWeights);
mCloth.mVirtualParticleWeights.reserve(weights.size());
for(; !weights.empty(); weights.popFront())
{
PxVec3 w = reinterpret_cast<const PxVec3&>(weights.front());
PxReal scale = 1 / w.magnitudeSquared();
mCloth.mVirtualParticleWeights.pushBack(PxVec4(w.x, w.y, w.z, scale));
}
mCloth.notifyChanged();
}
} // namespace cloth
} // namespace physx
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