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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "BulletMultiThreaded/GpuSoftBodySolvers/CPU/btSoftBodySolverData.h"
- #include "btSoftBodySolverBuffer_DX11.h"
- #ifndef BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
- #define BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
- struct ID3D11Device;
- struct ID3D11DeviceContext;
- class btSoftBodyTriangleDataDX11 : public btSoftBodyTriangleData
- {
- public:
- bool m_onGPU;
- ID3D11Device *m_d3dDevice;
- ID3D11DeviceContext *m_d3dDeviceContext;
- btDX11Buffer<btSoftBodyTriangleData::TriangleNodeSet> m_dx11VertexIndices;
- btDX11Buffer<float> m_dx11Area;
- btDX11Buffer<Vectormath::Aos::Vector3> m_dx11Normal;
- struct BatchPair
- {
- int start;
- int length;
- BatchPair() :
- start(0),
- length(0)
- {
- }
- BatchPair( int s, int l ) :
- start( s ),
- length( l )
- {
- }
- };
- /**
- * Link addressing information for each cloth.
- * Allows link locations to be computed independently of data batching.
- */
- btAlignedObjectArray< int > m_triangleAddresses;
- /**
- * Start and length values for computation batches over link data.
- */
- btAlignedObjectArray< BatchPair > m_batchStartLengths;
- //ID3D11Buffer* readBackBuffer;
- public:
- btSoftBodyTriangleDataDX11( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext );
- virtual ~btSoftBodyTriangleDataDX11();
- /** Allocate enough space in all link-related arrays to fit numLinks links */
- virtual void createTriangles( int numTriangles );
-
- /** Insert the link described into the correct data structures assuming space has already been allocated by a call to createLinks */
- virtual void setTriangleAt( const btSoftBodyTriangleData::TriangleDescription &triangle, int triangleIndex );
- virtual bool onAccelerator();
- virtual bool moveToAccelerator();
- virtual bool moveFromAccelerator();
- /**
- * Generate (and later update) the batching for the entire triangle set.
- * This redoes a lot of work because it batches the entire set when each cloth is inserted.
- * In theory we could delay it until just before we need the cloth.
- * It's a one-off overhead, though, so that is a later optimisation.
- */
- void generateBatches();
- };
- #endif // #ifndef BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
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