63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#pragma once
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#include <foundation/Px.h>
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namespace nv
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{
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namespace cloth
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{
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struct PhaseConfig
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{
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PhaseConfig(uint16_t index = uint16_t(-1))
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: mStiffness(1.0f)
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, mStiffnessMultiplier(1.0f)
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, mCompressionLimit(1.0f)
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, mStretchLimit(1.0f)
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, mPhaseIndex(index)
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, mPadding(0xffff)
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{
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}
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//These 4 floats need to be in order as they are loaded in to simd vectors in the solver
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float mStiffness; // target convergence rate per iteration (1/solverFrequency)
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float mStiffnessMultiplier;
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float mCompressionLimit;
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float mStretchLimit;
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uint16_t mPhaseIndex;
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uint16_t mPadding;
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};
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} // namespace cloth
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} // namespace nv
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