aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/LowLevelCloth/src/SwCloth.h
blob: 275f981e6697a41eedb41f35bd2e9b1dc7574dbf (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
// 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) 2008-2018 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 "foundation/PxTransform.h"
#include "Cloth.h"
#include "Range.h"
#include "MovingAverage.h"
#include "PhaseConfig.h"
#include "IndexPair.h"
#include "Vec4T.h"
#include "Array.h"

namespace physx
{

namespace cloth
{

class SwFabric;
class SwFactory;

typedef AlignedVector<PxVec4, 16>::Type Vec4fAlignedVector;

struct SwConstraints
{
	void pop()
	{
		if(!mTarget.empty())
		{
			mStart.swap(mTarget);
			mTarget.resize(0);
		}
	}

	Vec4fAlignedVector mStart;
	Vec4fAlignedVector mTarget;
};

class SwCloth
{
	SwCloth& operator=(const SwCloth&); // not implemented
	struct SwContextLock
	{
		SwContextLock(const SwFactory&)
		{
		}
	};

  public:
	typedef SwFactory FactoryType;
	typedef SwFabric FabricType;
	typedef SwContextLock ContextLockType;

	typedef Vec4fAlignedVector& MappedVec4fVectorType;
	typedef Vector<IndexPair>::Type& MappedIndexVectorType;

	SwCloth(SwFactory&, SwFabric&, Range<const PxVec4>);
	SwCloth(SwFactory&, const SwCloth&);
	~SwCloth(); // not virtual on purpose

  public:
	bool isSleeping() const
	{
		return mSleepPassCounter >= mSleepAfterCount;
	}
	void wakeUp()
	{
		mSleepPassCounter = 0;
	}

	void notifyChanged()
	{
	}

	void setParticleBounds(const float*);

	Range<PxVec4> push(SwConstraints&);
	static void clear(SwConstraints&);

	static Range<const PxVec3> clampTriangleCount(Range<const PxVec3>, uint32_t);

  public:
	SwFactory& mFactory;
	SwFabric& mFabric;

	// current and previous-iteration particle positions
	Vec4fAlignedVector mCurParticles;
	Vec4fAlignedVector mPrevParticles;

	PxVec3 mParticleBoundsCenter;
	PxVec3 mParticleBoundsHalfExtent;

	PxVec3 mGravity;
	PxVec3 mLogDamping;
	PxVec3 mLinearLogDrag;
	PxVec3 mAngularLogDrag;
	PxVec3 mLinearInertia;
	PxVec3 mAngularInertia;
	PxVec3 mCentrifugalInertia;
	float mSolverFrequency;
	float mStiffnessFrequency;

	PxTransform mTargetMotion;
	PxTransform mCurrentMotion;
	PxVec3 mLinearVelocity;
	PxVec3 mAngularVelocity;

	float mPrevIterDt;
	MovingAverage mIterDtAvg;

	Vector<PhaseConfig>::Type mPhaseConfigs; // transformed!

	// tether constraints stuff
	float mTetherConstraintLogStiffness;
	float mTetherConstraintScale;

	// motion constraints stuff
	SwConstraints mMotionConstraints;
	float mMotionConstraintScale;
	float mMotionConstraintBias;
	float mMotionConstraintLogStiffness;

	// separation constraints stuff
	SwConstraints mSeparationConstraints;

	// particle acceleration stuff
	Vec4fAlignedVector mParticleAccelerations;

	// wind
	PxVec3 mWind;
	float mDragLogCoefficient;
	float mLiftLogCoefficient;

	// collision stuff
	Vector<IndexPair>::Type mCapsuleIndices;
	Vec4fAlignedVector mStartCollisionSpheres;
	Vec4fAlignedVector mTargetCollisionSpheres;
	Vector<uint32_t>::Type mConvexMasks;
	Vec4fAlignedVector mStartCollisionPlanes;
	Vec4fAlignedVector mTargetCollisionPlanes;
	Vector<PxVec3>::Type mStartCollisionTriangles;
	Vector<PxVec3>::Type mTargetCollisionTriangles;
	bool mEnableContinuousCollision;
	float mCollisionMassScale;
	float mFriction;

	// virtual particles
	Vector<Vec4us>::Type mVirtualParticleIndices;
	Vec4fAlignedVector mVirtualParticleWeights;
	uint32_t mNumVirtualParticles;

	// self collision
	float mSelfCollisionDistance;
	float mSelfCollisionLogStiffness;

	Vector<uint32_t>::Type mSelfCollisionIndices;

	Vec4fAlignedVector mRestPositions;

	// sleeping
	uint32_t mSleepTestInterval; // how often to test for movement
	uint32_t mSleepAfterCount;   // number of tests to pass before sleep
	float mSleepThreshold;       // max movement delta to pass test
	uint32_t mSleepPassCounter;  // how many tests passed
	uint32_t mSleepTestCounter;  // how many iterations since tested

	void* mUserData;

} PX_ALIGN_SUFFIX(16);

} // namespace cloth

// bounds = lower[3], upper[3]
inline void cloth::SwCloth::setParticleBounds(const float* bounds)
{
	for(uint32_t i = 0; i < 3; ++i)
	{
		mParticleBoundsCenter[i] = (bounds[3 + i] + bounds[i]) * 0.5f;
		mParticleBoundsHalfExtent[i] = (bounds[3 + i] - bounds[i]) * 0.5f;
	}
}
}