Files
FlaxEngine/Source/ThirdParty/NvCloth/Solver.h
2023-07-03 09:51:42 +02:00

112 lines
4.2 KiB
C++

// 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) 2008-2020 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 "NvCloth/Allocator.h"
#include "NvCloth/Range.h"
#include "NvCloth/ps/PsArray.h"
namespace nv
{
namespace cloth
{
class Cloth;
// called during inter-collision, user0 and user1 are the user data from each cloth
typedef bool (*InterCollisionFilter)(void* user0, void* user1);
/// base class for solvers
class Solver : public UserAllocated
{
protected:
Solver() {}
Solver(const Solver&);
Solver& operator = (const Solver&);
public:
virtual ~Solver() {}
/// Adds cloth object.
virtual void addCloth(Cloth* cloth) = 0;
/// Adds an array of cloth objects.
virtual void addCloths(Range<Cloth*> cloths) = 0;
/// Removes cloth object.
virtual void removeCloth(Cloth* cloth) = 0;
/// Returns the numer of cloths added to the solver.
virtual int getNumCloths() const = 0;
/// Returns the pointer to the first cloth added to the solver
virtual Cloth * const * getClothList() const = 0;
// functions executing the simulation work.
/** \brief Begins a simulation frame.
Returns false if there is nothing to simulate.
Use simulateChunk() after calling this function to do the computation.
@param dt The delta time for this frame.
*/
virtual bool beginSimulation(float dt) = 0;
/** \brief Do the computationally heavy part of the simulation.
Call this function getSimulationChunkCount() times to do the entire simulation.
This function can be called from multiple threads in parallel.
All Chunks need to be simulated before ending the frame.
*/
virtual void simulateChunk(int idx) = 0;
/** \brief Finishes up the simulation.
This function can be expensive if inter-collision is enabled.
*/
virtual void endSimulation() = 0;
/** \brief Returns the number of chunks that need to be simulated this frame.
*/
virtual int getSimulationChunkCount() const = 0;
/// inter-collision parameters
/// Note that using intercollision with more than 32 cloths added to the solver will cause undefined behavior
virtual void setInterCollisionDistance(float distance) = 0;
virtual float getInterCollisionDistance() const = 0;
virtual void setInterCollisionStiffness(float stiffness) = 0;
virtual float getInterCollisionStiffness() const = 0;
virtual void setInterCollisionNbIterations(uint32_t nbIterations) = 0;
virtual uint32_t getInterCollisionNbIterations() const = 0;
virtual void setInterCollisionFilter(InterCollisionFilter filter) = 0;
/// Returns true if an unrecoverable error has occurred.
virtual bool hasError() const = 0;
};
} // namespace cloth
} // namespace nv