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All rights reserved. #ifndef PXG_CONSTRAINT_BLOCK_H #define PXG_CONSTRAINT_BLOCK_H #include "PxvConfig.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxgSolverBody.h" namespace physx { #if PX_VC #pragma warning(push) #pragma warning(disable : 4324) #endif struct PxgBlockSolverContactHeader { PX_ALIGN(128, float4 invMass0_1_angDom0_1[32]); //512 512 PX_ALIGN(128, float4 normal_staticFriction[32]); //1024 512 PX_ALIGN(128, PxReal accumNormalForce[32]); //Only used by articulation constraints. Forces the minimum normal force for friction. //Without this, articulations can drift due to no normal force when multi-link systems contact with surfaces. PX_ALIGN(128, PxReal minNormalForce[32]); PX_ALIGN(128, PxU32 flags[32]); //1152 128 PX_ALIGN(128, PxU32 numNormalConstr[32]); //1280 128 PX_ALIGN(128, PxU32 forceWritebackOffset[32]); //1408 128 // To use different mass for mass-splitting every sub-timestep (or iteration), // recipResponse, velMultipler, biasCoefficient, etc. are computed every sub-timestep (or iteration). // To compute them every sub-timestep (or iteration), restitution and cfm are additionally stored. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, PxReal restitution[32]); PX_ALIGN(128, PxReal cfm[32]); }; struct PxgBlockSolverFrictionHeader { PX_ALIGN(128, float4 frictionNormals[2][32]); //1024 1024 PX_ALIGN(128, PxU32 numFrictionConstr[32]); //1152 128 PX_ALIGN(128, PxReal dynamicFriction[32]); //1280 128 PX_ALIGN(128, PxU32 broken[32]); //1408 128 }; //PX_COMPILE_TIME_ASSERT(sizeof(PxgBlockSolverContactHeader) == 1280); /** \brief A single rigid body contact point for the solver. */ struct PxgBlockSolverContactPoint { // To use different mass for mass-splitting every sub-timestep (or iteration), // unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration). // To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, float4 raXn_targetVelocity[32]); PX_ALIGN(128, float4 rbXn_maxImpulse[32]); PX_ALIGN(128, PxReal appliedForce[32]); PX_ALIGN(128, PxReal resp0[32]); PX_ALIGN(128, PxReal resp1[32]); // Two coefficients used in "queryReducedCompliantContactCoefficients" and "computeCompliantContactCoefficients" PX_ALIGN(128, PxReal coeff0[32]); PX_ALIGN(128, PxReal coeff1[32]); }; struct PxgArticulationBlockResponse { PX_ALIGN(128, float deltaRALin_x[32]); PX_ALIGN(128, float deltaRALin_y[32]); PX_ALIGN(128, float deltaRALin_z[32]); PX_ALIGN(128, float deltaRAAng_x[32]); PX_ALIGN(128, float deltaRAAng_y[32]); PX_ALIGN(128, float deltaRAAng_z[32]); PX_ALIGN(128, float deltaRBLin_x[32]); PX_ALIGN(128, float deltaRBLin_y[32]); PX_ALIGN(128, float deltaRBLin_z[32]); PX_ALIGN(128, float deltaRBAng_x[32]); PX_ALIGN(128, float deltaRBAng_y[32]); PX_ALIGN(128, float deltaRBAng_z[32]); }; /** \brief A single friction constraint for the solver. */ struct PxgBlockSolverContactFriction { // To use different mass for mass-splitting every sub-timestep (or iteration), // unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration). // To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, float4 raXn_bias[32]); PX_ALIGN(128, float4 rbXn_targetVelW[32]); PX_ALIGN(128, PxReal appliedForce[32]); PX_ALIGN(128, PxReal resp0[32]); PX_ALIGN(128, PxReal resp1[32]); }; struct PxgTGSBlockSolverContactHeader { PX_ALIGN(128, float4 invMass0_1_angDom0_1[32]); //512 512 PX_ALIGN(128, float4 normal_staticFriction[32]); //1024 512 //Only used by articulation constraints. Forces the minimum normal force for friction. //Without this, articulations can drift due to no normal force when multi-link systems contact with surfaces. PX_ALIGN(128, PxReal minNormalForce[32]); PX_ALIGN(128, PxF32 maxPenBias[32]); //1152 128 PX_ALIGN(128, PxU32 flags[32]); //1408 128 PX_ALIGN(128, PxU32 numNormalConstr[32]); //1536 128 PX_ALIGN(128, PxU32 forceWritebackOffset[32]); //1664 128 // To use different mass for mass-splitting every sub-timestep (or iteration), // recipResponse, velMultipler, biasCoefficient, etc. are computed every sub-timestep (or iteration). // To compute them every sub-timestep (or iteration), restitution, cfm, and p8 are additionally stored. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, PxReal restitutionXdt[32]); PX_ALIGN(128, PxReal cfm[32]); PX_ALIGN(128, PxReal p8[32]); }; struct PxgTGSBlockSolverFrictionHeader { PX_ALIGN(128, float4 frictionNormals[2][32]); //1024 1024 PX_ALIGN(128, PxU32 numFrictionConstr[32]); //1152 128 PX_ALIGN(128, PxReal dynamicFriction[32]); //1280 128 PX_ALIGN(128, PxU32 broken[32]); //1408 128 PX_ALIGN(128, PxReal biasCoefficient[32]); PX_ALIGN(128, PxReal torsionalFrictionScale[32]); }; //PX_COMPILE_TIME_ASSERT(sizeof(PxgBlockSolverContactHeader) == 1280); /** \brief A single rigid body contact point for the solver. */ struct PxgTGSBlockSolverContactPoint { // To use different mass for mass-splitting every sub-timestep (or iteration), // unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration). // To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, float4 raXn_extraCoeff[32]); // For contact constraints, extraCoeff is the compliant contact coefficient "a" // used in "computeCompliantContactCoefficientsTGS". PX_ALIGN(128, float4 rbXn_targetVelW[32]); PX_ALIGN(128, PxReal separation[32]); PX_ALIGN(128, PxReal maxImpulse[32]); PX_ALIGN(128, PxReal appliedForce[32]); PX_ALIGN(128, PxReal biasCoefficient[32]); PX_ALIGN(128, PxReal resp0[32]); PX_ALIGN(128, PxReal resp1[32]); }; /** \brief A single friction constraint for the solver. */ struct PxgTGSBlockSolverContactFriction { // To use different mass for mass-splitting every sub-timestep (or iteration), // unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration). // To compute them every sub-timestep (or iteration), resp0 and resp1 are stored separately. // This does not change the previous impulse formulation, but a different mass is used due to mass-splitting. PX_ALIGN(128, float4 raXn_error[32]); PX_ALIGN(128, float4 rbXn_targetVelW[32]); PX_ALIGN(128, PxReal appliedForce[32]); PX_ALIGN(128, PxReal resp0[32]); PX_ALIGN(128, PxReal resp1[32]); }; struct PxgContactBlockParams { PxgBlockSolverContactHeader* blockContactHeader; PxgBlockSolverFrictionHeader* blockFrictionHeader; PxgBlockSolverContactPoint* blockContactPoints; PxgBlockSolverContactFriction* blockFrictions; }; struct PxgTGSContactBlockParams { PxgTGSBlockSolverContactHeader* blockContactHeader; PxgTGSBlockSolverFrictionHeader* blockFrictionHeader; PxgTGSBlockSolverContactPoint* blockContactPoints; PxgTGSBlockSolverContactFriction* blockFrictions; }; #if PX_VC #pragma warning(pop) #endif } #endif