// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef DY_CONSTRAINT_PREP_H #define DY_CONSTRAINT_PREP_H #include "DyConstraint.h" #include "DySolverConstraintDesc.h" #include "foundation/PxArray.h" #include "PxConstraint.h" namespace physx { class PxcConstraintBlockStream; class PxsConstraintBlockManager; struct PxSolverBody; struct PxSolverBodyData; struct PxSolverConstraintDesc; namespace Cm { struct SpatialVectorF; } namespace Dy { static const PxU32 MAX_CONSTRAINT_ROWS = 20; struct SolverConstraintShaderPrepDesc { const Constraint* constraint; PxConstraintSolverPrep solverPrep; const void* constantBlock; PxU32 constantBlockByteSize; }; SolverConstraintPrepState::Enum setupSolverConstraint4 (SolverConstraintShaderPrepDesc* PX_RESTRICT constraintShaderDescs, PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs, const PxReal dt, const PxReal recipdt, PxU32& totalRows, PxConstraintAllocator& allocator, bool residualReportingEnabled); SolverConstraintPrepState::Enum setupSolverConstraint4 (PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs, const PxReal dt, const PxReal recipdt, PxU32& totalRows, PxConstraintAllocator& allocator, PxU32 maxRows, bool residualReportingEnabled); PxU32 SetupSolverConstraint(SolverConstraintShaderPrepDesc& shaderDesc, PxSolverConstraintPrepDesc& prepDesc, PxConstraintAllocator& allocator, PxReal dt, PxReal invdt); class ConstraintHelper { public: static PxU32 setupSolverConstraint( PxSolverConstraintPrepDesc& prepDesc, PxConstraintAllocator& allocator, PxReal dt, PxReal invdt); }; template PX_FORCE_INLINE void setupConstraintFlags(PrepDescT& prepDesc, PxU16 flags) { prepDesc.disablePreprocessing = (flags & PxConstraintFlag::eDISABLE_PREPROCESSING)!=0; prepDesc.improvedSlerp = (flags & PxConstraintFlag::eIMPROVED_SLERP)!=0; prepDesc.driveLimitsAreForces = (flags & PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES)!=0; prepDesc.extendedLimits = (flags & PxConstraintFlag::eENABLE_EXTENDED_LIMITS)!=0; prepDesc.disableConstraint = (flags & PxConstraintFlag::eDISABLE_CONSTRAINT)!=0; } void preprocessRows(Px1DConstraint** sorted, Px1DConstraint* rows, PxVec4* angSqrtInvInertia0, PxVec4* angSqrtInvInertia1, PxU32 rowCount, const PxMat33& sqrtInvInertia0F32, const PxMat33& sqrtInvInertia1F32, const PxReal invMass0, const PxReal invMass1, const PxConstraintInvMassScale& ims, bool disablePreprocessing, bool diagonalizeDrive); PX_FORCE_INLINE void setupConstraintRows(Px1DConstraint* PX_RESTRICT rows, PxU32 size) { // This is necessary so that there will be sensible defaults and shaders will // continue to work (albeit with a recompile) if the row format changes. // It's a bit inefficient because it fills in all constraint rows even if there // is only going to be one generated. A way around this would be for the shader to // specify the maximum number of rows it needs, or it could call a subroutine to // prep the row before it starts filling it it. PxMemZero(rows, sizeof(Px1DConstraint)*size); for(PxU32 i=0; i