200 lines
5.5 KiB
C
200 lines
5.5 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 PXG_CONSTRAINT_H
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#define PXG_CONSTRAINT_H
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#include "PxvConfig.h"
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "vector_types.h"
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namespace physx
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{
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struct PxgSolverBodyData;
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struct PxConstraintInvMassScale;
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struct PxgSolverContactHeader
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{
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float4 invMass0_1_angDom0_1;
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float4 normal_staticFriction;
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PxU32 flags;
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PxU32 numNormalConstr;
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PxU32 forceWritebackOffset;
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PxReal accumNormalForce;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverContactHeader) == 48);
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/**
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\brief A single articulation contact point for the solver.
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*/
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struct PxgSolverContactPointExt
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{
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PxVec3 angDeltaVA; //12 12
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PxVec3 linDeltaVA; //12 24
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PxVec3 angDeltaVB; //12 36
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PxVec3 linDeltaVB; //12 48
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PxVec3 raXn; //12 60
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PxVec3 rbXn; //12 72
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PxReal velMultiplier; //4 76
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PxReal maxImpulse; //4 80
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PxReal biasedErr; //4 84
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PxReal unbiasedErr; //4 88
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PxReal appliedForce; //4 92
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PxU32 padding; //4 96
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};
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PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverContactPointExt) == 96);
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struct PxgSolverFrictionHeader
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{
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float4 frictionNormals[2];
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PxU32 numFrictionConstr;
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PxReal dynamicFriction;
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PxU32 broken;
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};
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/**
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\brief A single articulation friction constraint for the solver.
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*/
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#if PX_VC
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#pragma warning(push)
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#pragma warning(disable : 4324)
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#endif
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struct PX_ALIGN_PREFIX(16) PxgSolverContactFrictionExt
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{
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PxVec3 angDeltaVA; //12 12
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PxVec3 linDeltaVA; //12 24
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PxVec3 angDeltaVB; //12 36
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PxVec3 linDeltaVB; //12 48
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PxVec3 raXn; //12 60
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PxVec3 rbXn; //12 72
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PxReal velMultiplier; //4 76
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PxReal targetVel; //4 80
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PxReal bias; //4 84
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PxReal appliedForce; //4 88
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PxU32 padding[2]; //8 96
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} PX_ALIGN_SUFFIX(16);
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#if PX_VC
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#pragma warning(pop)
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#endif
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struct PxgContactParams
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{
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PxgSolverContactHeader* contactHeader;
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PxgSolverFrictionHeader* frictionHeader;
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PxgSolverContactPointExt* solverContacts;
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PxgSolverContactFrictionExt* solverFrictions;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverContactFrictionExt) == 96);
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struct PxgTGSSolverContactHeader
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{
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float4 dom0_1_angDom0_1; //16
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float4 normal_maxPenBias; //32
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PxReal staticFriction;
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PxReal dynamicFriction;
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PxReal minNormalForce;
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PxU32 flags; //48
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PxU16 numNormalConstr;
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PxU16 numFrictionConstr;
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PxU32 forceWritebackOffset;
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PxU32 broken;
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PxU32 pad; //64
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};
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PX_COMPILE_TIME_ASSERT(sizeof(PxgTGSSolverContactHeader) == 64);
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struct PxgTGSSolverContactPointExt
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{
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//Grouped together in contiguous memory so we can load all 48 bytes in a single instruction
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PxVec3 angDeltaVA; //12 12
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PxVec3 linDeltaVA; //12 24
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PxVec3 angDeltaVB; //12 36
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PxVec3 linDeltaVB; //12 48
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//Grouped so we can load 24 bytes in single instruction
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PxVec3 raXn; //12 60
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PxVec3 rbXn; //12 72
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//All the loose items - loaded incoherently
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PxReal separation; //4 76
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PxReal velMultiplier; //4 80
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PxReal targetVelocity; //4 84
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PxReal biasCoefficient; //4 88
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PxReal maxImpulse; //4 92
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PxReal appliedForce; //4 96
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};
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struct PxgTGSSolverFrictionExt
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{
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//Grouped together in contiguous memory so we can load all 48 bytes in a single instruction
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PxVec3 angDeltaVA; //12 12
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PxVec3 linDeltaVA; //12 24
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PxVec3 angDeltaVB; //12 36
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PxVec3 linDeltaVB; //12 48
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//Grouped so we can load 24 bytes in single instruction
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PxVec3 raXn; //12 60
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PxVec3 rbXn; //12 72
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//Loose items - loaded incoherently
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PxVec3 normal; //12 84
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PxReal error; //4 88
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PxReal targetVel; //4 92
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PxReal velMultiplier; //4 96
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PxReal biasScale; //4 100
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PxReal frictionScale; //4 104
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PxReal appliedForce; //4 108
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PxU32 pad; //4 112
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};
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struct PxgTGSContactParams
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{
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PxgTGSSolverContactHeader* contactHeader;
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PxgTGSSolverContactPointExt* solverContacts;
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PxgTGSSolverFrictionExt* solverFrictions;
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};
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}
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#endif
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