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All rights reserved. #ifndef DY_SOLVER_CONTACT_H #define DY_SOLVER_CONTACT_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxvConfig.h" #include "foundation/PxVecMath.h" namespace physx { using namespace aos; namespace Sc { class ShapeInteraction; } /** \brief A header to represent a friction patch for the solver. */ namespace Dy { struct SolverContactHeader { enum DySolverContactFlags { eHAS_FORCE_THRESHOLDS = 0x1 }; PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. PxU8 flags; PxU8 numNormalConstr; PxU8 numFrictionConstr; //4 PxReal angDom0; //8 PxReal angDom1; //12 PxReal invMass0; //16 Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W; //32 //KS - minAppliedImpulseForFrictionW is non-zero only for articulations. This is a workaround for a case in articulations where //the impulse is propagated such that many links do not apply friction because their normal forces were corrected by the solver in a previous //link. This results in some links sliding unnaturally. This occurs with prismatic or revolute joints where the impulse propagation one one link //resolves the normal constraint on all links Vec4V normal_minAppliedImpulseForFrictionW; //48 PxReal invMass1; //52 PxU32 broken; //56 PxU8* frictionBrokenWritebackByte; //60 64 Sc::ShapeInteraction* shapeInteraction; //64 72 #if PX_P64_FAMILY PxU32 pad[2]; //64 80 #endif // PX_X64 PX_FORCE_INLINE void setStaticFriction(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDynamicFriction(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDominance0(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDominance1(const FloatV f) { staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE FloatV getStaticFriction() const { return V4GetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE FloatV getDynamicFriction() const { return V4GetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE FloatV getDominance0() const { return V4GetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE FloatV getDominance1() const { return V4GetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE void setStaticFriction(PxF32 f) { V4WriteX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDynamicFriction(PxF32 f) { V4WriteY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDominance0(PxF32 f) { V4WriteZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE void setDominance1(PxF32 f) { V4WriteW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f); } PX_FORCE_INLINE PxF32 getStaticFrictionPxF32() const { return V4ReadX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE PxF32 getDynamicFrictionPxF32() const { return V4ReadY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE PxF32 getDominance0PxF32() const { return V4ReadZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } PX_FORCE_INLINE PxF32 getDominance1PxF32() const { return V4ReadW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); } }; #if !PX_P64_FAMILY PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 64); #else PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 80); #endif /** \brief A single rigid body contact point for the solver. */ struct SolverContactPoint { Vec4V raXn_velMultiplierW; Vec4V rbXn_maxImpulseW; PxF32 biasedErr; PxF32 unbiasedErr; PxF32 impulseMultiplier; PxU32 pad; PX_FORCE_INLINE FloatV getVelMultiplier() const { return V4GetW(raXn_velMultiplierW); } PX_FORCE_INLINE FloatV getImpulseMultiplier() const { return FLoad(impulseMultiplier); } PX_FORCE_INLINE FloatV getBiasedErr() const { return FLoad(biasedErr); } PX_FORCE_INLINE FloatV getMaxImpulse() const { return V4GetW(rbXn_maxImpulseW); } }; PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPoint) == 48); /** \brief A single extended articulation contact point for the solver. */ struct SolverContactPointExt : public SolverContactPoint { Vec3V linDeltaVA; Vec3V angDeltaVA; Vec3V linDeltaVB; Vec3V angDeltaVB; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPointExt) == 112); /** \brief A single friction constraint for the solver. */ struct SolverContactFriction { // PT: TODO: there's room for 3 floats in the padding bytes so we could just stick appliedForce / velMultiplier / bias there // and avoid doing all the data packing / unpacking for these members... Vec4V normalXYZ_appliedForceW; //16 Vec4V raXnXYZ_velMultiplierW; //32 Vec4V rbXnXYZ_biasW; //48 PxReal targetVel; //52 PxU32 mPad[3]; //64 PX_FORCE_INLINE void setAppliedForce(const FloatV f) { normalXYZ_appliedForceW = V4SetW(normalXYZ_appliedForceW,f); } PX_FORCE_INLINE void setBias(const FloatV f) { rbXnXYZ_biasW = V4SetW(rbXnXYZ_biasW,f); } PX_FORCE_INLINE Vec3V getNormal() const { return Vec3V_From_Vec4V(normalXYZ_appliedForceW); } PX_FORCE_INLINE FloatV getAppliedForce() const { return V4GetW(normalXYZ_appliedForceW); } }; PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFriction) == 64); /** \brief A single extended articulation friction constraint for the solver. */ struct SolverContactFrictionExt : public SolverContactFriction { Vec3V linDeltaVA; Vec3V angDeltaVA; Vec3V linDeltaVB; Vec3V angDeltaVB; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionExt) == 128); } } #endif