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https://github.com/Ragora/T2-CPP.git
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96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "BulletMultiThreaded/GpuSoftBodySolvers/CPU/btSoftBodySolverData.h"
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#include "btSoftBodySolverBuffer_DX11.h"
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#ifndef BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
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#define BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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class btSoftBodyTriangleDataDX11 : public btSoftBodyTriangleData
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{
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public:
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bool m_onGPU;
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ID3D11Device *m_d3dDevice;
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ID3D11DeviceContext *m_d3dDeviceContext;
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btDX11Buffer<btSoftBodyTriangleData::TriangleNodeSet> m_dx11VertexIndices;
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btDX11Buffer<float> m_dx11Area;
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btDX11Buffer<Vectormath::Aos::Vector3> m_dx11Normal;
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struct BatchPair
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{
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int start;
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int length;
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BatchPair() :
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start(0),
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length(0)
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{
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}
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BatchPair( int s, int l ) :
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start( s ),
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length( l )
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{
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}
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};
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/**
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* Link addressing information for each cloth.
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* Allows link locations to be computed independently of data batching.
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*/
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btAlignedObjectArray< int > m_triangleAddresses;
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/**
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* Start and length values for computation batches over link data.
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*/
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btAlignedObjectArray< BatchPair > m_batchStartLengths;
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//ID3D11Buffer* readBackBuffer;
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public:
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btSoftBodyTriangleDataDX11( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext );
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virtual ~btSoftBodyTriangleDataDX11();
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/** Allocate enough space in all link-related arrays to fit numLinks links */
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virtual void createTriangles( int numTriangles );
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/** Insert the link described into the correct data structures assuming space has already been allocated by a call to createLinks */
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virtual void setTriangleAt( const btSoftBodyTriangleData::TriangleDescription &triangle, int triangleIndex );
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virtual bool onAccelerator();
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virtual bool moveToAccelerator();
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virtual bool moveFromAccelerator();
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/**
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* Generate (and later update) the batching for the entire triangle set.
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* This redoes a lot of work because it batches the entire set when each cloth is inserted.
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* In theory we could delay it until just before we need the cloth.
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* It's a one-off overhead, though, so that is a later optimisation.
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*/
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void generateBatches();
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};
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#endif // #ifndef BT_SOFT_BODY_SOLVER_TRIANGLE_DATA_DX11_H
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