171 lines
5.2 KiB
C
171 lines
5.2 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_CONTACT4_H
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#define DY_SOLVER_CONTACT4_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "PxvConfig.h"
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#include "foundation/PxVecMath.h"
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#include "DySolverContact.h"
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namespace physx
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{
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namespace Sc
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{
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class ShapeInteraction;
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}
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namespace Dy
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{
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/**
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\brief Batched SOA contact data. Note, we don't support batching with extended contacts for the simple reason that handling multiple articulations would be complex.
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*/
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struct SolverContactHeader4
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{
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enum
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{
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eHAS_MAX_IMPULSE = 1 << 0,
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eHAS_TARGET_VELOCITY = 1 << 1
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};
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PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
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PxU8 numNormalConstr;
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PxU8 numFrictionConstr;
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PxU8 flag;
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PxU8 flags[4];
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//These counts are the max of the 4 sets of data.
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//When certain pairs have fewer patches/contacts than others, they are padded with 0s so that no work is performed but
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//calculations are still shared (afterall, they're computationally free because we're doing 4 things at a time in SIMD)
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//KS - used for write-back only
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PxU8 numNormalConstr0, numNormalConstr1, numNormalConstr2, numNormalConstr3;
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PxU8 numFrictionConstr0, numFrictionConstr1, numFrictionConstr2, numFrictionConstr3;
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Vec4V restitution;
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Vec4V staticFriction;
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Vec4V dynamicFriction;
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//Technically, these mass properties could be pulled out into a new structure and shared. For multi-manifold contacts,
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//this would save 64 bytes per-manifold after the cost of the first manifold
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Vec4V invMass0D0;
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Vec4V invMass1D1;
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Vec4V angDom0;
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Vec4V angDom1;
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//Normal is shared between all contacts in the batch. This will save some memory!
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Vec4V normalX;
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Vec4V normalY;
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Vec4V normalZ;
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Sc::ShapeInteraction* shapeInteraction[4]; //192 or 208
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};
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#if !PX_P64_FAMILY
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader4) == 192);
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#else
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader4) == 208);
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#endif
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/**
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\brief This represents a batch of 4 contacts with static rolled into a single structure
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*/
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struct SolverContactBatchPointBase4
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{
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Vec4V raXnX;
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Vec4V raXnY;
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Vec4V raXnZ;
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Vec4V velMultiplier;
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Vec4V scaledBias;
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Vec4V biasedErr;
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Vec4V impulseMultiplier;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactBatchPointBase4) == 112);
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/**
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\brief Contains the additional data required to represent 4 contacts between 2 dynamic bodies
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\see SolverContactBatchPointBase4
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*/
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struct SolverContactBatchPointDynamic4 : public SolverContactBatchPointBase4
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{
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Vec4V rbXnX;
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Vec4V rbXnY;
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Vec4V rbXnZ;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactBatchPointDynamic4) == 160);
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/**
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\brief This represents the shared information of a batch of 4 friction constraints
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*/
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struct SolverFrictionSharedData4
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{
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BoolV broken;
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PxU8* frictionBrokenWritebackByte[4];
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Vec4V normalX[2];
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Vec4V normalY[2];
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Vec4V normalZ[2];
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};
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#if !PX_P64_FAMILY
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PX_COMPILE_TIME_ASSERT(sizeof(SolverFrictionSharedData4) == 128);
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#endif
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/**
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\brief This represents a batch of 4 friction constraints with static rolled into a single structure
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*/
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struct SolverContactFrictionBase4
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{
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Vec4V raXnX;
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Vec4V raXnY;
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Vec4V raXnZ;
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Vec4V scaledBias;
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Vec4V velMultiplier;
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Vec4V targetVelocity;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionBase4) == 96);
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/**
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\brief Contains the additional data required to represent 4 friction constraints between 2 dynamic bodies
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\see SolverContactFrictionBase4
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*/
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struct SolverContactFrictionDynamic4 : public SolverContactFrictionBase4
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{
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Vec4V rbXnX;
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Vec4V rbXnY;
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Vec4V rbXnZ;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionDynamic4) == 144);
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}
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}
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#endif
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