200 lines
6.2 KiB
C
200 lines
6.2 KiB
C
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef DY_SOLVER_CONSTRAINT_1D_H
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#define DY_SOLVER_CONSTRAINT_1D_H
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#include "foundation/PxVec3.h"
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#include "PxvConfig.h"
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#include "DySolverConstraintTypes.h"
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#include "DySolverBody.h"
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#include "PxConstraintDesc.h"
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#include "DySolverConstraintDesc.h"
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#include "DyCpuGpu1dConstraint.h"
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namespace physx
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{
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namespace Dy
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{
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// dsequeira: we should probably fork these structures for constraints and extended constraints,
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// since there's a few things that are used for one but not the other
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struct SolverConstraint1DHeader
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{
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PxU8 type; // enum SolverConstraintType - must be first byte
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PxU8 count; // count of following 1D constraints
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PxU8 dominance;
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PxU8 breakable; // indicate whether this constraint is breakable or not
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PxReal linBreakImpulse;
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PxReal angBreakImpulse;
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PxReal invMass0D0;
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PxVec3 body0WorldOffset;
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PxReal invMass1D1;
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PxReal linearInvMassScale0; // only used by articulations
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PxReal angularInvMassScale0; // only used by articulations
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PxReal linearInvMassScale1; // only used by articulations
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PxReal angularInvMassScale1; // only used by articulations
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DHeader) == 48);
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PX_ALIGN_PREFIX(16)
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struct SolverConstraint1D
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{
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public:
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PxVec3 lin0; //!< linear velocity projection (body 0)
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PxReal constant; //!< constraint constant term
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PxVec3 lin1; //!< linear velocity projection (body 1)
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PxReal unbiasedConstant; //!< constraint constant term without bias
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PxVec3 ang0; //!< angular velocity projection (body 0)
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PxReal velMultiplier; //!< constraint velocity multiplier
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PxVec3 ang1; //!< angular velocity projection (body 1)
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PxReal impulseMultiplier; //!< constraint impulse multiplier
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PxVec3 ang0Writeback; //!< unscaled angular velocity projection (body 0)
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PxReal residualVelIter;
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PxReal minImpulse; //!< Lower bound on impulse magnitude
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PxReal maxImpulse; //!< Upper bound on impulse magnitude
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PxReal appliedForce; //!< applied force to correct velocity+bias
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private:
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union
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{
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PxU32 flags; //Use only the most significant bit (which corresponds to the float's sign bit)
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PxReal residualPosIter;
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};
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public:
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void setSolverConstants(const Constraint1dSolverConstantsPGS& solverConstants)
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{
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constant = solverConstants.constant;
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unbiasedConstant = solverConstants.unbiasedConstant;
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velMultiplier = solverConstants.velMultiplier;
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impulseMultiplier = solverConstants.impulseMultiplier;
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}
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PX_FORCE_INLINE PxU32 setBit(PxU32 value, PxU32 bitLocation, bool bitState)
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{
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if (bitState)
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return value | (1 << bitLocation);
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else
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return value & (~(1 << bitLocation));
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}
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PX_FORCE_INLINE void setOutputForceFlag(bool outputForce)
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{
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flags = setBit(flags, 31, outputForce);
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}
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PX_FORCE_INLINE bool getOutputForceFlag() const
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{
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return flags & 0x80000000;
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}
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PX_FORCE_INLINE void setPositionIterationResidual(PxReal residual)
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{
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bool flag = getOutputForceFlag();
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residualPosIter = residual;
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setOutputForceFlag(flag);
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}
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PX_FORCE_INLINE PxReal getPositionIterationResidual() const
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{
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return PxAbs(residualPosIter);
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}
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PX_FORCE_INLINE void setVelocityIterationResidual(PxReal r)
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{
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residualVelIter = r;
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}
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} PX_ALIGN_SUFFIX(16);
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PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1D) == 96);
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struct SolverConstraint1DExt : public SolverConstraint1D
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{
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public:
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Cm::SpatialVectorV deltaVA;
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Cm::SpatialVectorV deltaVB;
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};
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//PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DExt) == 160);
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PX_FORCE_INLINE void init(SolverConstraint1DHeader& h,
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PxU8 count,
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bool isExtended,
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const PxConstraintInvMassScale& ims)
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{
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h.type = PxU8(isExtended ? DY_SC_TYPE_EXT_1D : DY_SC_TYPE_RB_1D);
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h.count = count;
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h.dominance = 0;
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h.linearInvMassScale0 = ims.linear0;
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h.angularInvMassScale0 = ims.angular0;
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h.linearInvMassScale1 = -ims.linear1;
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h.angularInvMassScale1 = -ims.angular1;
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}
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PX_FORCE_INLINE void init(SolverConstraint1D& c,
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const PxVec3& _linear0, const PxVec3& _linear1,
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const PxVec3& _angular0, const PxVec3& _angular1,
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PxReal _minImpulse, PxReal _maxImpulse)
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{
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PX_ASSERT(_linear0.isFinite());
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PX_ASSERT(_linear1.isFinite());
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c.lin0 = _linear0;
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c.lin1 = _linear1;
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c.ang0 = _angular0;
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c.ang1 = _angular1;
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c.minImpulse = _minImpulse;
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c.maxImpulse = _maxImpulse;
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c.setOutputForceFlag(false);
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c.appliedForce = 0;
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c.residualVelIter = 0;
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c.setPositionIterationResidual(0.0f);
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}
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PX_FORCE_INLINE bool needsNormalVel(const Px1DConstraint &c)
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{
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return c.flags & Px1DConstraintFlag::eRESTITUTION
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|| (c.flags & Px1DConstraintFlag::eSPRING && c.flags & Px1DConstraintFlag::eACCELERATION_SPRING);
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}
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}
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}
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#endif
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