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 "NvCloth/Callbacks.h" 00033 #include "NvCloth/Allocator.h" 00034 #include <PsAtomic.h> 00035 00036 namespace nv 00037 { 00038 namespace cloth 00039 { 00040 00041 class Factory; 00042 00043 // abstract cloth constraints and triangle indices 00044 class Fabric : public UserAllocated 00045 { 00046 protected: 00047 Fabric(const Fabric&); 00048 Fabric& operator = (const Fabric&); 00049 00050 protected: 00051 Fabric() : mRefCount(1) 00052 { 00053 } 00054 00055 virtual ~Fabric() 00056 { 00057 NV_CLOTH_ASSERT(0 == mRefCount); 00058 } 00059 00060 public: 00062 virtual Factory& getFactory() const = 0; 00063 00069 virtual uint32_t getNumPhases() const = 0; 00070 00074 virtual uint32_t getNumRestvalues() const = 0; 00075 00082 virtual uint32_t getNumStiffnessValues() const = 0; 00083 00084 00088 virtual uint32_t getNumSets() const = 0; 00089 00093 virtual uint32_t getNumIndices() const = 0; 00095 virtual uint32_t getNumParticles() const = 0; 00097 virtual uint32_t getNumTethers() const = 0; 00099 virtual uint32_t getNumTriangles() const = 0; 00100 00102 virtual void scaleRestvalues(float) = 0; 00104 virtual void scaleTetherLengths(float) = 0; 00105 00106 void incRefCount() 00107 { 00108 physx::shdfnd::atomicIncrement(&mRefCount); 00109 NV_CLOTH_ASSERT(mRefCount > 0); 00110 } 00111 00113 bool decRefCount() 00114 { 00115 NV_CLOTH_ASSERT(mRefCount > 0); 00116 int result = physx::shdfnd::atomicDecrement(&mRefCount); 00117 if (result == 0) 00118 { 00119 delete this; 00120 return true; 00121 } 00122 return false; 00123 } 00124 00125 protected: 00126 int32_t mRefCount; 00127 }; 00128 00129 } // namespace cloth 00130 } // namespace nv