112 lines
4.2 KiB
C++
112 lines
4.2 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 "NvCloth/Allocator.h"
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#include "NvCloth/Range.h"
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#include "NvCloth/ps/PsArray.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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class Cloth;
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// called during inter-collision, user0 and user1 are the user data from each cloth
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typedef bool (*InterCollisionFilter)(void* user0, void* user1);
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/// base class for solvers
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class Solver : public UserAllocated
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{
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protected:
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Solver() {}
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Solver(const Solver&);
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Solver& operator = (const Solver&);
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public:
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virtual ~Solver() {}
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/// Adds cloth object.
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virtual void addCloth(Cloth* cloth) = 0;
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/// Adds an array of cloth objects.
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virtual void addCloths(Range<Cloth*> cloths) = 0;
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/// Removes cloth object.
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virtual void removeCloth(Cloth* cloth) = 0;
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/// Returns the numer of cloths added to the solver.
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virtual int getNumCloths() const = 0;
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/// Returns the pointer to the first cloth added to the solver
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virtual Cloth * const * getClothList() const = 0;
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// functions executing the simulation work.
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/** \brief Begins a simulation frame.
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Returns false if there is nothing to simulate.
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Use simulateChunk() after calling this function to do the computation.
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@param dt The delta time for this frame.
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*/
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virtual bool beginSimulation(float dt) = 0;
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/** \brief Do the computationally heavy part of the simulation.
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Call this function getSimulationChunkCount() times to do the entire simulation.
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This function can be called from multiple threads in parallel.
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All Chunks need to be simulated before ending the frame.
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*/
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virtual void simulateChunk(int idx) = 0;
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/** \brief Finishes up the simulation.
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This function can be expensive if inter-collision is enabled.
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*/
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virtual void endSimulation() = 0;
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/** \brief Returns the number of chunks that need to be simulated this frame.
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*/
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virtual int getSimulationChunkCount() const = 0;
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/// inter-collision parameters
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/// Note that using intercollision with more than 32 cloths added to the solver will cause undefined behavior
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virtual void setInterCollisionDistance(float distance) = 0;
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virtual float getInterCollisionDistance() const = 0;
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virtual void setInterCollisionStiffness(float stiffness) = 0;
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virtual float getInterCollisionStiffness() const = 0;
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virtual void setInterCollisionNbIterations(uint32_t nbIterations) = 0;
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virtual uint32_t getInterCollisionNbIterations() const = 0;
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virtual void setInterCollisionFilter(InterCollisionFilter filter) = 0;
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/// Returns true if an unrecoverable error has occurred.
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virtual bool hasError() const = 0;
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};
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} // namespace cloth
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} // namespace nv
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