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All rights reserved. #include "foundation/PxMemory.h" #include "DyConstraintPrep.h" #include "PxsRigidBody.h" #include "DySolverConstraint1D.h" #include "DySolverConstraint1D4.h" #include "foundation/PxSort.h" #include "PxcConstraintBlockStream.h" #include "DyArticulationContactPrep.h" #include "DyAllocator.h" namespace physx { using namespace aos; namespace Dy { SolverConstraintPrepState::Enum setupSolverConstraint4 (PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs, const PxReal dt, const PxReal recipdt, PxU32& totalRows, PxConstraintAllocator& allocator, PxU32 maxRows, bool residualReportingEnabled); SolverConstraintPrepState::Enum setupSolverConstraint4 (SolverConstraintShaderPrepDesc* PX_RESTRICT constraintShaderDescs, PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs, const PxReal dt, const PxReal recipdt, PxU32& totalRows, PxConstraintAllocator& allocator, bool residualReportingEnabled) { //KS - we will never get here with constraints involving articulations so we don't need to stress about those in here totalRows = 0; Px1DConstraint allRows[MAX_CONSTRAINT_ROWS * 4]; Px1DConstraint* rows = allRows; Px1DConstraint* rows2 = allRows; PxU32 maxRows = 0; PxU32 nbToPrep = MAX_CONSTRAINT_ROWS; for (PxU32 a = 0; a < 4; ++a) { SolverConstraintShaderPrepDesc& shaderDesc = constraintShaderDescs[a]; PxSolverConstraintPrepDesc& desc = constraintDescs[a]; if (!shaderDesc.solverPrep) return SolverConstraintPrepState::eUNBATCHABLE; PX_ASSERT(rows2 + nbToPrep <= allRows + MAX_CONSTRAINT_ROWS*4); setupConstraintRows(rows2, nbToPrep); rows2 += nbToPrep; desc.invMassScales.linear0 = desc.invMassScales.linear1 = desc.invMassScales.angular0 = desc.invMassScales.angular1 = 1.0f; desc.body0WorldOffset = PxVec3(0.0f); PxVec3p unused_ra, unused_rb; //TAG:solverprepcall const PxU32 constraintCount = desc.disableConstraint ? 0 : (*shaderDesc.solverPrep)(rows, desc.body0WorldOffset, MAX_CONSTRAINT_ROWS, desc.invMassScales, shaderDesc.constantBlock, desc.bodyFrame0, desc.bodyFrame1, desc.extendedLimits, unused_ra, unused_rb); nbToPrep = constraintCount; maxRows = PxMax(constraintCount, maxRows); if (constraintCount == 0) return SolverConstraintPrepState::eUNBATCHABLE; desc.rows = rows; desc.numRows = constraintCount; rows += constraintCount; } return setupSolverConstraint4(constraintDescs, dt, recipdt, totalRows, allocator, maxRows, residualReportingEnabled); } SolverConstraintPrepState::Enum setupSolverConstraint4 (PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs, const PxReal simDt, const PxReal recipSimDt, PxU32& totalRows, PxConstraintAllocator& allocator, PxU32 maxRows, bool residualReportingEnabled) { const Vec4V zero = V4Zero(); Px1DConstraint* allSorted[MAX_CONSTRAINT_ROWS * 4]; PxU32 startIndex[4]; PX_ALIGN(16, PxVec4) angSqrtInvInertia0[MAX_CONSTRAINT_ROWS * 4]; PX_ALIGN(16, PxVec4) angSqrtInvInertia1[MAX_CONSTRAINT_ROWS * 4]; PxU32 numRows = 0; for (PxU32 a = 0; a < 4; ++a) { startIndex[a] = numRows; PxSolverConstraintPrepDesc& desc = constraintDescs[a]; Px1DConstraint** sorted = allSorted + numRows; preprocessRows(sorted, desc.rows, angSqrtInvInertia0 + numRows, angSqrtInvInertia1 + numRows, desc.numRows, desc.data0->sqrtInvInertia, desc.data1->sqrtInvInertia, desc.data0->invMass, desc.data1->invMass, desc.invMassScales, desc.disablePreprocessing, desc.improvedSlerp); numRows += desc.numRows; } const PxU32 stride = residualReportingEnabled ? sizeof(SolverConstraint1DDynamic4WithResidual) : sizeof(SolverConstraint1DDynamic4); const PxU32 constraintLength = sizeof(SolverConstraint1DHeader4) + stride * maxRows; //KS - +16 is for the constraint progress counter, which needs to be the last element in the constraint (so that we //know SPU DMAs have completed) PxU8* ptr = allocator.reserveConstraintData(constraintLength + 16u); if(!checkConstraintDataPtr(ptr)) { for(PxU32 a = 0; a < 4; ++a) { PxSolverConstraintPrepDesc& desc = constraintDescs[a]; desc.desc->constraint = NULL; setConstraintLength(*desc.desc, 0); desc.desc->writeBack = desc.writeback; } return SolverConstraintPrepState::eOUT_OF_MEMORY; } //desc.constraint = ptr; totalRows = numRows; for(PxU32 a = 0; a < 4; ++a) { PxSolverConstraintPrepDesc& desc = constraintDescs[a]; desc.desc->constraint = ptr; setConstraintLength(*desc.desc, constraintLength); desc.desc->writeBack = desc.writeback; } const PxReal erp[4] = { 1.0f, 1.0f, 1.0f, 1.0f}; //OK, now we build all 4 constraints into a single set of rows { PxU8* currPtr = ptr; SolverConstraint1DHeader4* header = reinterpret_cast(currPtr); currPtr += sizeof(SolverConstraint1DHeader4); const PxSolverBodyData& bd00 = *constraintDescs[0].data0; const PxSolverBodyData& bd01 = *constraintDescs[1].data0; const PxSolverBodyData& bd02 = *constraintDescs[2].data0; const PxSolverBodyData& bd03 = *constraintDescs[3].data0; const PxSolverBodyData& bd10 = *constraintDescs[0].data1; const PxSolverBodyData& bd11 = *constraintDescs[1].data1; const PxSolverBodyData& bd12 = *constraintDescs[2].data1; const PxSolverBodyData& bd13 = *constraintDescs[3].data1; //Load up masses, invInertia, velocity etc. const Vec4V invMassScale0 = V4LoadXYZW(constraintDescs[0].invMassScales.linear0, constraintDescs[1].invMassScales.linear0, constraintDescs[2].invMassScales.linear0, constraintDescs[3].invMassScales.linear0); const Vec4V invMassScale1 = V4LoadXYZW(constraintDescs[0].invMassScales.linear1, constraintDescs[1].invMassScales.linear1, constraintDescs[2].invMassScales.linear1, constraintDescs[3].invMassScales.linear1); const Vec4V iMass0 = V4LoadXYZW(bd00.invMass, bd01.invMass, bd02.invMass, bd03.invMass); const Vec4V iMass1 = V4LoadXYZW(bd10.invMass, bd11.invMass, bd12.invMass, bd13.invMass); const Vec4V invMass0 = V4Mul(iMass0, invMassScale0); const Vec4V invMass1 = V4Mul(iMass1, invMassScale1); const Vec4V invInertiaScale0 = V4LoadXYZW(constraintDescs[0].invMassScales.angular0, constraintDescs[1].invMassScales.angular0, constraintDescs[2].invMassScales.angular0, constraintDescs[3].invMassScales.angular0); const Vec4V invInertiaScale1 = V4LoadXYZW(constraintDescs[0].invMassScales.angular1, constraintDescs[1].invMassScales.angular1, constraintDescs[2].invMassScales.angular1, constraintDescs[3].invMassScales.angular1); //Velocities Vec4V linVel00 = V4LoadA(&bd00.linearVelocity.x); Vec4V linVel01 = V4LoadA(&bd10.linearVelocity.x); Vec4V angVel00 = V4LoadA(&bd00.angularVelocity.x); Vec4V angVel01 = V4LoadA(&bd10.angularVelocity.x); Vec4V linVel10 = V4LoadA(&bd01.linearVelocity.x); Vec4V linVel11 = V4LoadA(&bd11.linearVelocity.x); Vec4V angVel10 = V4LoadA(&bd01.angularVelocity.x); Vec4V angVel11 = V4LoadA(&bd11.angularVelocity.x); Vec4V linVel20 = V4LoadA(&bd02.linearVelocity.x); Vec4V linVel21 = V4LoadA(&bd12.linearVelocity.x); Vec4V angVel20 = V4LoadA(&bd02.angularVelocity.x); Vec4V angVel21 = V4LoadA(&bd12.angularVelocity.x); Vec4V linVel30 = V4LoadA(&bd03.linearVelocity.x); Vec4V linVel31 = V4LoadA(&bd13.linearVelocity.x); Vec4V angVel30 = V4LoadA(&bd03.angularVelocity.x); Vec4V angVel31 = V4LoadA(&bd13.angularVelocity.x); Vec4V linVel0T0, linVel0T1, linVel0T2; Vec4V linVel1T0, linVel1T1, linVel1T2; Vec4V angVel0T0, angVel0T1, angVel0T2; Vec4V angVel1T0, angVel1T1, angVel1T2; PX_TRANSPOSE_44_34(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2); PX_TRANSPOSE_44_34(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2); PX_TRANSPOSE_44_34(angVel00, angVel10, angVel20, angVel30, angVel0T0, angVel0T1, angVel0T2); PX_TRANSPOSE_44_34(angVel01, angVel11, angVel21, angVel31, angVel1T0, angVel1T1, angVel1T2); //body world offsets Vec4V workOffset0 = V4LoadU(&constraintDescs[0].body0WorldOffset.x); Vec4V workOffset1 = V4LoadU(&constraintDescs[1].body0WorldOffset.x); Vec4V workOffset2 = V4LoadU(&constraintDescs[2].body0WorldOffset.x); Vec4V workOffset3 = V4LoadU(&constraintDescs[3].body0WorldOffset.x); Vec4V workOffsetX, workOffsetY, workOffsetZ; PX_TRANSPOSE_44_34(workOffset0, workOffset1, workOffset2, workOffset3, workOffsetX, workOffsetY, workOffsetZ); const FloatV dtV = FLoad(simDt); const Vec4V linBreakForce = V4LoadXYZW( constraintDescs[0].linBreakForce, constraintDescs[1].linBreakForce, constraintDescs[2].linBreakForce, constraintDescs[3].linBreakForce); const Vec4V angBreakForce = V4LoadXYZW( constraintDescs[0].angBreakForce, constraintDescs[1].angBreakForce, constraintDescs[2].angBreakForce, constraintDescs[3].angBreakForce); header->break0 = PxU8((constraintDescs[0].linBreakForce != PX_MAX_F32) || (constraintDescs[0].angBreakForce != PX_MAX_F32)); header->break1 = PxU8((constraintDescs[1].linBreakForce != PX_MAX_F32) || (constraintDescs[1].angBreakForce != PX_MAX_F32)); header->break2 = PxU8((constraintDescs[2].linBreakForce != PX_MAX_F32) || (constraintDescs[2].angBreakForce != PX_MAX_F32)); header->break3 = PxU8((constraintDescs[3].linBreakForce != PX_MAX_F32) || (constraintDescs[3].angBreakForce != PX_MAX_F32)); //OK, I think that's everything loaded in header->invMass0D0 = invMass0; header->invMass1D1 = invMass1; header->angD0 = invInertiaScale0; header->angD1 = invInertiaScale1; header->body0WorkOffsetX = workOffsetX; header->body0WorkOffsetY = workOffsetY; header->body0WorkOffsetZ = workOffsetZ; header->count = maxRows; header->type = DY_SC_TYPE_BLOCK_1D; header->linBreakImpulse = V4Scale(linBreakForce, dtV); header->angBreakImpulse = V4Scale(angBreakForce, dtV); header->count0 = PxTo8(constraintDescs[0].numRows); header->count1 = PxTo8(constraintDescs[1].numRows); header->count2 = PxTo8(constraintDescs[2].numRows); header->count3 = PxTo8(constraintDescs[3].numRows); //Now we loop over the constraints and build the results... PxU32 index0 = 0; PxU32 endIndex0 = constraintDescs[0].numRows - 1; PxU32 index1 = startIndex[1]; PxU32 endIndex1 = index1 + constraintDescs[1].numRows - 1; PxU32 index2 = startIndex[2]; PxU32 endIndex2 = index2 + constraintDescs[2].numRows - 1; PxU32 index3 = startIndex[3]; PxU32 endIndex3 = index3 + constraintDescs[3].numRows - 1; for(PxU32 a = 0; a < maxRows; ++a) { SolverConstraint1DDynamic4* c = reinterpret_cast(currPtr); currPtr += stride; Px1DConstraint* con0 = allSorted[index0]; Px1DConstraint* con1 = allSorted[index1]; Px1DConstraint* con2 = allSorted[index2]; Px1DConstraint* con3 = allSorted[index3]; Vec4V cangDelta00 = V4LoadA(&angSqrtInvInertia0[index0].x); Vec4V cangDelta01 = V4LoadA(&angSqrtInvInertia0[index1].x); Vec4V cangDelta02 = V4LoadA(&angSqrtInvInertia0[index2].x); Vec4V cangDelta03 = V4LoadA(&angSqrtInvInertia0[index3].x); Vec4V cangDelta10 = V4LoadA(&angSqrtInvInertia1[index0].x); Vec4V cangDelta11 = V4LoadA(&angSqrtInvInertia1[index1].x); Vec4V cangDelta12 = V4LoadA(&angSqrtInvInertia1[index2].x); Vec4V cangDelta13 = V4LoadA(&angSqrtInvInertia1[index3].x); index0 = index0 == endIndex0 ? index0 : index0 + 1; index1 = index1 == endIndex1 ? index1 : index1 + 1; index2 = index2 == endIndex2 ? index2 : index2 + 1; index3 = index3 == endIndex3 ? index3 : index3 + 1; PxReal minImpulse0, minImpulse1, minImpulse2, minImpulse3; PxReal maxImpulse0, maxImpulse1, maxImpulse2, maxImpulse3; Dy::computeMinMaxImpulseOrForceAsImpulse( con0->minImpulse, con0->maxImpulse, con0->flags & Px1DConstraintFlag::eHAS_DRIVE_LIMIT, constraintDescs[0].driveLimitsAreForces, simDt, minImpulse0, maxImpulse0); Dy::computeMinMaxImpulseOrForceAsImpulse( con1->minImpulse, con1->maxImpulse, con1->flags & Px1DConstraintFlag::eHAS_DRIVE_LIMIT, constraintDescs[1].driveLimitsAreForces, simDt, minImpulse1, maxImpulse1); Dy::computeMinMaxImpulseOrForceAsImpulse( con2->minImpulse, con2->maxImpulse, con2->flags & Px1DConstraintFlag::eHAS_DRIVE_LIMIT, constraintDescs[2].driveLimitsAreForces, simDt, minImpulse2, maxImpulse2); Dy::computeMinMaxImpulseOrForceAsImpulse( con3->minImpulse, con3->maxImpulse, con3->flags & Px1DConstraintFlag::eHAS_DRIVE_LIMIT, constraintDescs[3].driveLimitsAreForces, simDt, minImpulse3, maxImpulse3); const Vec4V minImpulse = V4LoadXYZW(minImpulse0, minImpulse1, minImpulse2, minImpulse3); const Vec4V maxImpulse = V4LoadXYZW(maxImpulse0, maxImpulse1, maxImpulse2, maxImpulse3); Vec4V clin00 = V4LoadA(&con0->linear0.x); Vec4V clin01 = V4LoadA(&con1->linear0.x); Vec4V clin02 = V4LoadA(&con2->linear0.x); Vec4V clin03 = V4LoadA(&con3->linear0.x); Vec4V cang00 = V4LoadA(&con0->angular0.x); Vec4V cang01 = V4LoadA(&con1->angular0.x); Vec4V cang02 = V4LoadA(&con2->angular0.x); Vec4V cang03 = V4LoadA(&con3->angular0.x); Vec4V clin0X, clin0Y, clin0Z; Vec4V cang0X, cang0Y, cang0Z; PX_TRANSPOSE_44_34(clin00, clin01, clin02, clin03, clin0X, clin0Y, clin0Z); PX_TRANSPOSE_44_34(cang00, cang01, cang02, cang03, cang0X, cang0Y, cang0Z); Vec4V angDelta0X, angDelta0Y, angDelta0Z; PX_TRANSPOSE_44_34(cangDelta00, cangDelta01, cangDelta02, cangDelta03, angDelta0X, angDelta0Y, angDelta0Z); c->flags[0] = 0; c->flags[1] = 0; c->flags[2] = 0; c->flags[3] = 0; c->lin0X = clin0X; c->lin0Y = clin0Y; c->lin0Z = clin0Z; c->ang0X = angDelta0X; c->ang0Y = angDelta0Y; c->ang0Z = angDelta0Z; c->ang0WritebackX = cang0X; c->ang0WritebackY = cang0Y; c->ang0WritebackZ = cang0Z; c->minImpulse = minImpulse; c->maxImpulse = maxImpulse; c->appliedForce = zero; if (residualReportingEnabled) { SolverConstraint1DDynamic4WithResidual* cc = static_cast(c); cc->residualPosIter = zero; cc->residualVelIter = zero; } const Vec4V lin0MagSq = V4MulAdd(clin0Z, clin0Z, V4MulAdd(clin0Y, clin0Y, V4Mul(clin0X, clin0X))); const Vec4V cang0DotAngDelta = V4MulAdd(angDelta0Z, angDelta0Z, V4MulAdd(angDelta0Y, angDelta0Y, V4Mul(angDelta0X, angDelta0X))); c->flags[0] = 0; c->flags[1] = 0; c->flags[2] = 0; c->flags[3] = 0; Vec4V unitResponse = V4MulAdd(lin0MagSq, invMass0, V4Mul(cang0DotAngDelta, invInertiaScale0)); Vec4V clin10 = V4LoadA(&con0->linear1.x); Vec4V clin11 = V4LoadA(&con1->linear1.x); Vec4V clin12 = V4LoadA(&con2->linear1.x); Vec4V clin13 = V4LoadA(&con3->linear1.x); Vec4V cang10 = V4LoadA(&con0->angular1.x); Vec4V cang11 = V4LoadA(&con1->angular1.x); Vec4V cang12 = V4LoadA(&con2->angular1.x); Vec4V cang13 = V4LoadA(&con3->angular1.x); Vec4V clin1X, clin1Y, clin1Z; Vec4V cang1X, cang1Y, cang1Z; PX_TRANSPOSE_44_34(clin10, clin11, clin12, clin13, clin1X, clin1Y, clin1Z); PX_TRANSPOSE_44_34(cang10, cang11, cang12, cang13, cang1X, cang1Y, cang1Z); Vec4V angDelta1X, angDelta1Y, angDelta1Z; PX_TRANSPOSE_44_34(cangDelta10, cangDelta11, cangDelta12, cangDelta13, angDelta1X, angDelta1Y, angDelta1Z); const Vec4V lin1MagSq = V4MulAdd(clin1Z, clin1Z, V4MulAdd(clin1Y, clin1Y, V4Mul(clin1X, clin1X))); const Vec4V cang1DotAngDelta = V4MulAdd(angDelta1Z, angDelta1Z, V4MulAdd(angDelta1Y, angDelta1Y, V4Mul(angDelta1X, angDelta1X))); c->lin1X = clin1X; c->lin1Y = clin1Y; c->lin1Z = clin1Z; c->ang1X = angDelta1X; c->ang1Y = angDelta1Y; c->ang1Z = angDelta1Z; unitResponse = V4Add(unitResponse, V4MulAdd(lin1MagSq, invMass1, V4Mul(cang1DotAngDelta, invInertiaScale1))); Vec4V linProj0(V4Mul(clin0X, linVel0T0)); Vec4V linProj1(V4Mul(clin1X, linVel1T0)); Vec4V angProj0(V4Mul(cang0X, angVel0T0)); Vec4V angProj1(V4Mul(cang1X, angVel1T0)); linProj0 = V4MulAdd(clin0Y, linVel0T1, linProj0); linProj1 = V4MulAdd(clin1Y, linVel1T1, linProj1); angProj0 = V4MulAdd(cang0Y, angVel0T1, angProj0); angProj1 = V4MulAdd(cang1Y, angVel1T1, angProj1); linProj0 = V4MulAdd(clin0Z, linVel0T2, linProj0); linProj1 = V4MulAdd(clin1Z, linVel1T2, linProj1); angProj0 = V4MulAdd(cang0Z, angVel0T2, angProj0); angProj1 = V4MulAdd(cang1Z, angVel1T2, angProj1); const Vec4V projectVel0 = V4Add(linProj0, angProj0); const Vec4V projectVel1 = V4Add(linProj1, angProj1); const Vec4V normalVel = V4Sub(projectVel0, projectVel1); { //const inputs. const Px1DConstraint* constraints[4] ={con0, con1, con2, con3}; const PxReal* unitResponses4 = reinterpret_cast(&unitResponse); const PxReal* initJointSpeeds4 = reinterpret_cast(&normalVel); //outputs PxReal* biasedConstants4 = reinterpret_cast(&c->constant); PxReal* unbiasedConstants4 = reinterpret_cast(&c->unbiasedConstant); PxReal* velMultipliers4 = reinterpret_cast(&c->velMultiplier); PxReal* impulseMultipliers4 = reinterpret_cast(&c->impulseMultiplier); for(PxU32 i = 0; i < 4; i++) { if(a < constraintDescs[i].numRows) { const PxReal minRowResponseI = constraintDescs[i].minResponseThreshold; const PxU16 constraintFlagsI = constraints[i]->flags; const PxReal stiffnessI = constraints[i]->mods.spring.stiffness; const PxReal dampingI = constraints[i]->mods.spring.damping; const PxReal restitutionI = constraints[i]->mods.bounce.restitution; const PxReal bounceVelocityThresholdI = constraints[i]->mods.bounce.velocityThreshold; const PxReal geometricErrorI = constraints[i]->geometricError; const PxReal velocityTargetI = constraints[i]->velocityTarget; const PxReal jointSpeedForRestitutionBounceI = initJointSpeeds4[i]; const PxReal initJointSpeedI = initJointSpeeds4[i]; const PxReal unitResponseI = unitResponses4[i]; const PxReal erpI = erp[i]; const PxReal recipResponseI = computeRecipUnitResponse(unitResponseI, minRowResponseI); const Constraint1dSolverConstantsPGS solverConstants = Dy::compute1dConstraintSolverConstantsPGS( constraintFlagsI, stiffnessI, dampingI, restitutionI, bounceVelocityThresholdI, geometricErrorI, velocityTargetI, jointSpeedForRestitutionBounceI, initJointSpeedI, unitResponseI, recipResponseI, erpI, simDt, recipSimDt); biasedConstants4[i] = solverConstants.constant; unbiasedConstants4[i] = solverConstants.unbiasedConstant; velMultipliers4[i] = solverConstants.velMultiplier; impulseMultipliers4[i] = solverConstants.impulseMultiplier; } else { biasedConstants4[i] = 0; unbiasedConstants4[i] = 0; velMultipliers4[i] = 0; impulseMultipliers4[i] = 0; } } } if(con0->flags & Px1DConstraintFlag::eOUTPUT_FORCE) c->flags[0] |= DY_SC_FLAG_OUTPUT_FORCE; if(con1->flags & Px1DConstraintFlag::eOUTPUT_FORCE) c->flags[1] |= DY_SC_FLAG_OUTPUT_FORCE; if(con2->flags & Px1DConstraintFlag::eOUTPUT_FORCE) c->flags[2] |= DY_SC_FLAG_OUTPUT_FORCE; if(con3->flags & Px1DConstraintFlag::eOUTPUT_FORCE) c->flags[3] |= DY_SC_FLAG_OUTPUT_FORCE; } *(reinterpret_cast(currPtr)) = 0; *(reinterpret_cast(currPtr + 4)) = 0; } //OK, we're ready to allocate and solve prep these constraints now :-) return SolverConstraintPrepState::eSUCCESS; } } }