00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 #pragma once 00031 00032 #include <foundation/Px.h> 00033 00034 namespace nv 00035 { 00036 namespace cloth 00037 { 00038 00039 struct PhaseConfig 00040 { 00041 PhaseConfig(uint16_t index = uint16_t(-1)) 00042 : mStiffness(1.0f) 00043 , mStiffnessMultiplier(1.0f) 00044 , mCompressionLimit(1.0f) 00045 , mStretchLimit(1.0f) 00046 , mPhaseIndex(index) 00047 , mPadding(0xffff) 00048 { 00049 } 00050 00051 //These 4 floats need to be in order as they are loaded in to simd vectors in the solver 00052 float mStiffness; // target convergence rate per iteration (1/solverFrequency) 00053 float mStiffnessMultiplier; 00054 float mCompressionLimit; 00055 float mStretchLimit; 00056 00057 uint16_t mPhaseIndex; 00058 uint16_t mPadding; 00059 }; 00060 00061 } // namespace cloth 00062 } // namespace nv