131 lines
4.5 KiB
C++
131 lines
4.5 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/Callbacks.h"
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#include "NvCloth/Allocator.h"
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#include "NvCloth/ps/PsAtomic.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 Factory;
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// abstract cloth constraints and triangle indices
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class Fabric : public UserAllocated
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{
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protected:
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Fabric(const Fabric&);
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Fabric& operator = (const Fabric&);
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protected:
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Fabric() : mRefCount(1)
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{
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}
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virtual ~Fabric()
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{
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NV_CLOTH_ASSERT(0 == mRefCount);
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}
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public:
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/** \brief Returns the Factory used to create this Fabric.*/
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virtual Factory& getFactory() const = 0;
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/** \brief Returns the number of constraint solve phases stored.
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Phases are groups of constraints that make up the general structure of the fabric.
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Cloth instances can have different configuration settings per phase (see Cloth::setPhaseConfig()).
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Phases are usually split by type (horizontal, vertical, bending, shearing), depending on the cooker used.
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*/
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virtual uint32_t getNumPhases() const = 0;
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/** \brief Returns the number of rest lengths stored.
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Each constraint uses the rest value to determine if the two connected particles need to be pulled together or pushed apart.
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*/
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virtual uint32_t getNumRestvalues() const = 0;
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/** \brief Returns the number of constraint stiffness values stored.
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It is optional for a Fabric to have per constraint stiffness values provided.
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This function will return 0 if no values are stored.
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Stiffness per constraint values stored here can be used if more fine grain control is required (as opposed to the values stored in the cloth's phase configuration).
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The Cloth 's phase configuration stiffness values will be ignored if stiffness per constraint values are used.
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*/
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virtual uint32_t getNumStiffnessValues() const = 0;
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/** \brief Returns the number of sets stored.
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Sets connect a phase to a range of indices.
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*/
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virtual uint32_t getNumSets() const = 0;
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/** \brief Returns the number of indices stored.
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Each constraint has a pair of indices that indicate which particles it connects.
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*/
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virtual uint32_t getNumIndices() const = 0;
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/// Returns the number of particles.
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virtual uint32_t getNumParticles() const = 0;
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/// Returns the number of Tethers stored.
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virtual uint32_t getNumTethers() const = 0;
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/// Returns the number of triangles that make up the cloth mesh.
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virtual uint32_t getNumTriangles() const = 0;
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/** Scales all constraint rest lengths.*/
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virtual void scaleRestvalues(float) = 0;
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/** Scales all tether lengths.*/
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virtual void scaleTetherLengths(float) = 0;
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void incRefCount()
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{
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ps::atomicIncrement(&mRefCount);
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NV_CLOTH_ASSERT(mRefCount > 0);
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}
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/// Returns true if the object is destroyed
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bool decRefCount()
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{
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NV_CLOTH_ASSERT(mRefCount > 0);
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int result = ps::atomicDecrement(&mRefCount);
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if (result == 0)
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{
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delete this;
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return true;
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}
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return false;
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}
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protected:
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int32_t mRefCount;
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};
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} // namespace cloth
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} // namespace nv
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