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/Allocator.h" 00033 #include "NvCloth/Range.h" 00034 #include "PsArray.h" 00035 00036 namespace nv 00037 { 00038 namespace cloth 00039 { 00040 00041 class Cloth; 00042 00043 // called during inter-collision, user0 and user1 are the user data from each cloth 00044 typedef bool (*InterCollisionFilter)(void* user0, void* user1); 00045 00047 class Solver : public UserAllocated 00048 { 00049 protected: 00050 Solver() {} 00051 Solver(const Solver&); 00052 Solver& operator = (const Solver&); 00053 00054 public: 00055 virtual ~Solver() {} 00056 00058 virtual void addCloth(Cloth* cloth) = 0; 00059 00061 virtual void addCloths(Range<Cloth*> cloths) = 0; 00062 00064 virtual void removeCloth(Cloth* cloth) = 0; 00065 00067 virtual int getNumCloths() const = 0; 00068 00070 virtual Cloth * const * getClothList() const = 0; 00071 00072 // functions executing the simulation work. 00078 virtual bool beginSimulation(float dt) = 0; 00079 00085 virtual void simulateChunk(int idx) = 0; 00086 00090 virtual void endSimulation() = 0; 00091 00094 virtual int getSimulationChunkCount() const = 0; 00095 00096 // inter-collision parameters 00097 virtual void setInterCollisionDistance(float distance) = 0; 00098 virtual float getInterCollisionDistance() const = 0; 00099 virtual void setInterCollisionStiffness(float stiffness) = 0; 00100 virtual float getInterCollisionStiffness() const = 0; 00101 virtual void setInterCollisionNbIterations(uint32_t nbIterations) = 0; 00102 virtual uint32_t getInterCollisionNbIterations() const = 0; 00103 virtual void setInterCollisionFilter(InterCollisionFilter filter) = 0; 00104 00106 virtual bool hasError() const = 0; 00107 }; 00108 00109 } // namespace cloth 00110 } // namespace nv