195 lines
8.1 KiB
C++
195 lines
8.1 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/Range.h"
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#include <foundation/PxVec4.h>
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#include <foundation/PxVec3.h>
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#include "NvCloth/Allocator.h"
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typedef struct CUctx_st* CUcontext;
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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 DxContextManagerCallback;
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class Factory;
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}
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}
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NV_CLOTH_API(nv::cloth::Factory*) NvClothCreateFactoryCPU();
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NV_CLOTH_API(nv::cloth::Factory*) NvClothCreateFactoryCUDA(CUcontext);
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NV_CLOTH_API(nv::cloth::Factory*) NvClothCreateFactoryDX11(nv::cloth::DxContextManagerCallback*);
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NV_CLOTH_API(void) NvClothDestroyFactory(nv::cloth::Factory*);
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///Returns true if this dll was compiled with cuda support
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NV_CLOTH_API(bool) NvClothCompiledWithCudaSupport();
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///Returns true if this dll was compiled with DX support
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NV_CLOTH_API(bool) NvClothCompiledWithDxSupport();
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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 Fabric;
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class Cloth;
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class Solver;
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enum struct Platform
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{
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CPU,
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CUDA,
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DX11
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};
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/// abstract factory to create context-specific simulation components
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/// such as cloth, solver, collision, etc.
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class Factory : public UserAllocated
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{
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protected:
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Factory() {}
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Factory(const Factory&);
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Factory& operator = (const Factory&);
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virtual ~Factory() {}
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friend NV_CLOTH_IMPORT void NV_CLOTH_CALL_CONV ::NvClothDestroyFactory(nv::cloth::Factory*);
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public:
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virtual Platform getPlatform() const = 0;
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/**
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\brief Create fabric data used to setup cloth object.
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Look at the cooking extension for helper functions to create fabrics from meshes.
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The returned fabric will have a refcount of 1.
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@param numParticles number of particles, must be larger than any particle index
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@param phaseIndices map from phase to set index
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@param sets inclusive prefix sum of restvalue count per set
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@param restvalues array of constraint rest values
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@param indices array of particle index pair per constraint
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*/
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virtual Fabric* createFabric(uint32_t numParticles, Range<const uint32_t> phaseIndices, Range<const uint32_t> sets,
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Range<const float> restvalues, Range<const float> stiffnessValues, Range<const uint32_t> indices,
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Range<const uint32_t> anchors, Range<const float> tetherLengths,
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Range<const uint32_t> triangles) = 0;
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/**
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\brief Create cloth object.
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@param particles initial particle positions.
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@param fabric edge distance constraint structure
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*/
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virtual Cloth* createCloth(Range<const physx::PxVec4> particles, Fabric& fabric) = 0;
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/**
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\brief Create cloth solver object.
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*/
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virtual Solver* createSolver() = 0;
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/**
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\brief Create a copy of a cloth instance
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@param cloth the instance to be cloned, need not match the factory type
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*/
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virtual Cloth* clone(const Cloth& cloth) = 0;
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/**
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\brief Extract original data from a fabric object.
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Use the getNum* methods on Cloth to get the memory requirements before calling this function.
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@param fabric to extract from, must match factory type
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@param phaseIndices pre-allocated memory range to write phase => set indices
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@param sets pre-allocated memory range to write sets
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@param restvalues pre-allocated memory range to write restvalues
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@param indices pre-allocated memory range to write indices
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*/
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virtual void extractFabricData(const Fabric& fabric, Range<uint32_t> phaseIndices, Range<uint32_t> sets,
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Range<float> restvalues, Range<float> stiffnessValues, Range<uint32_t> indices, Range<uint32_t> anchors,
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Range<float> tetherLengths, Range<uint32_t> triangles) const = 0;
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/**
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\brief Extract current collision spheres and capsules from a cloth object.
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Use the getNum* methods on Cloth to get the memory requirements before calling this function.
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@param cloth the instance to extract from, must match factory type
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@param spheres pre-allocated memory range to write spheres
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@param capsules pre-allocated memory range to write capsules
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@param planes pre-allocated memory range to write planes
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@param convexes pre-allocated memory range to write convexes
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@param triangles pre-allocated memory range to write triangles
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*/
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virtual void extractCollisionData(const Cloth& cloth, Range<physx::PxVec4> spheres, Range<uint32_t> capsules,
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Range<physx::PxVec4> planes, Range<uint32_t> convexes, Range<physx::PxVec3> triangles) const = 0;
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/**
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Extract current motion constraints from a cloth object
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Use the getNum* methods on Cloth to get the memory requirements before calling this function.
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@param cloth the instance to extract from, must match factory type
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@param destConstraints pre-allocated memory range to write constraints
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*/
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virtual void extractMotionConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const = 0;
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/**
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Extract current separation constraints from a cloth object
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@param cloth the instance to extract from, must match factory type
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@param destConstraints pre-allocated memory range to write constraints
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*/
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virtual void extractSeparationConstraints(const Cloth& cloth, Range<physx::PxVec4> destConstraints) const = 0;
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/**
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Extract current particle accelerations from a cloth object
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@param cloth the instance to extract from, must match factory type
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@param destAccelerations pre-allocated memory range to write accelerations
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*/
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virtual void extractParticleAccelerations(const Cloth& cloth, Range<physx::PxVec4> destAccelerations) const = 0;
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/**
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Extract virtual particles from a cloth object
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@param cloth the instance to extract from, must match factory type
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@param destIndices pre-allocated memory range to write indices
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@param destWeights pre-allocated memory range to write weights
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*/
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virtual void extractVirtualParticles(const Cloth& cloth, Range<uint32_t[4]> destIndices,
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Range<physx::PxVec3> destWeights) const = 0;
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/**
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Extract self collision indices from cloth object.
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@param cloth the instance to extract from, must match factory type
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@param destIndices pre-allocated memory range to write indices
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*/
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virtual void extractSelfCollisionIndices(const Cloth& cloth, Range<uint32_t> destIndices) const = 0;
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/**
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Extract particle rest positions from cloth object.
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@param cloth the instance to extract from, must match factory type
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@param destRestPositions pre-allocated memory range to write rest positions
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*/
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virtual void extractRestPositions(const Cloth& cloth, Range<physx::PxVec4> destRestPositions) const = 0;
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};
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} // namespace cloth
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} // namespace nv
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