// 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_SOLVER_CONSTRAINT_1D4_H #define DY_SOLVER_CONSTRAINT_1D4_H #include "foundation/PxVec3.h" #include "PxvConfig.h" #include "DySolverConstraint1D.h" namespace physx { namespace Dy { struct SolverConstraint1DHeader4 { PxU8 type; // enum SolverConstraintType - must be first byte PxU8 pad0[3]; //These counts are the max of the 4 sets of data. //When certain pairs have fewer constraints than others, they are padded with 0s so that no work is performed but //calculations are still shared (afterall, they're computationally free because we're doing 4 things at a time in SIMD) PxU32 count; PxU8 count0, count1, count2, count3; PxU8 break0, break1, break2, break3; aos::Vec4V linBreakImpulse; aos::Vec4V angBreakImpulse; aos::Vec4V invMass0D0; aos::Vec4V invMass1D1; aos::Vec4V angD0; aos::Vec4V angD1; aos::Vec4V body0WorkOffsetX; aos::Vec4V body0WorkOffsetY; aos::Vec4V body0WorkOffsetZ; }; struct SolverConstraint1DBase4 { public: aos::Vec4V lin0X; aos::Vec4V lin0Y; aos::Vec4V lin0Z; aos::Vec4V ang0X; aos::Vec4V ang0Y; aos::Vec4V ang0Z; aos::Vec4V ang0WritebackX; aos::Vec4V ang0WritebackY; aos::Vec4V ang0WritebackZ; aos::Vec4V constant; aos::Vec4V unbiasedConstant; aos::Vec4V velMultiplier; aos::Vec4V impulseMultiplier; aos::Vec4V minImpulse; aos::Vec4V maxImpulse; aos::Vec4V appliedForce; PxU32 flags[4]; }; struct SolverConstraint1DBase4WithResidual : public SolverConstraint1DBase4 { aos::Vec4V residualVelIter; aos::Vec4V residualPosIter; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DBase4) == 272); struct SolverConstraint1DDynamic4 : public SolverConstraint1DBase4 { aos::Vec4V lin1X; aos::Vec4V lin1Y; aos::Vec4V lin1Z; aos::Vec4V ang1X; aos::Vec4V ang1Y; aos::Vec4V ang1Z; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DDynamic4) == 368); struct SolverConstraint1DDynamic4WithResidual : public SolverConstraint1DDynamic4 { aos::Vec4V residualVelIter; aos::Vec4V residualPosIter; }; } } #endif