// 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. #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxvConfig.h" #ifndef PXG_FRICTION_PATCH_H #define PXG_FRICTION_PATCH_H namespace physx { struct PxgFrictionPatch { float4 body0Normal; float4 body1Normal; float4 body0Anchors[2]; float4 body1Anchors[2]; PxU32 anchorCount; PxU32 broken; PxU32 contactID[2]; PX_CUDA_CALLABLE PX_FORCE_INLINE void operator = (const PxgFrictionPatch& other) { broken = other.broken; anchorCount = other.anchorCount; body0Normal = other.body0Normal; body1Normal = other.body1Normal; body0Anchors[0] = other.body0Anchors[0]; body0Anchors[1] = other.body0Anchors[1]; body1Anchors[0] = other.body1Anchors[0]; body1Anchors[1] = other.body1Anchors[1]; contactID[0] = other.contactID[0]; contactID[1] = other.contactID[1]; } }; PX_COMPILE_TIME_ASSERT(sizeof(PxgFrictionPatch)==112); struct PxgBlockFrictionPatch { PX_ALIGN(256, float4 body0Normal[32]); PX_ALIGN(256, float4 body1Normal[32]); PX_ALIGN(128, PxU32 anchorCount[32]); PX_ALIGN(128, PxU32 broken[32]); PX_ALIGN(128, PxU32 contactID[2][32]); PX_ALIGN(256, float4 anchorPoints[2][32]); PX_ALIGN(128, PxU32 patchIndex[32]); }; struct PxgBlockFrictionAnchorPatch { PX_ALIGN(256, float4 body0Anchors[2][32]); //1024 1024 PX_ALIGN(256, float4 body1Anchors[2][32]); //2048 1024 }; struct PxgFrictionAnchorPatch { float4 body0Anchors[2]; float4 body1Anchors[2]; }; struct PxgFrictionPatchGPU { static const PxU32 MAX_ANCHORS = 2; //!< Patch friction anchor max count PxVec3 points[MAX_ANCHORS]; //!< Patch friction anchors points PxVec3 impulses[MAX_ANCHORS]; //!< Patch friction impulses at anchors PxU32 anchors; //!< Patch friction anchor count }; /** This class is used for friction correlation using the block friction format. The idea is simple - we have an array of these block friction index objects. These objects contain a pointer to the block patch and the index that this particular constraint is in that structure. This allows us to allocate individual block friction patches per-block constraint and then index into them. Advantage - we can use colaesced memory access patterns for the friction patches, broken flags etc. Can remove the need for multiple pointers to friction patches in constraint descs. Disadvantage - one extra level of indirection to access previous friction patches. No guarantees that accessing previous friction patches won't diverge (in practice, they should be similar but they could still diverge if new constraints are introduced that change the layout of constraints within a given partition). */ struct PxgBlockFrictionIndex { PxU64 mPatchIndex_threadIdxLow; PX_CUDA_CALLABLE PxU64 getPatchIndex() const { return mPatchIndex_threadIdxLow >> 5ull; } PX_CUDA_CALLABLE PxU32 getThreadIdx() const { return PxU32(mPatchIndex_threadIdxLow&31); } PX_CUDA_CALLABLE void createPatchIndex(const PxU32 patchIndex, const PxU32 threadIndexInWarp) { mPatchIndex_threadIdxLow = (PxU64(patchIndex) << 5ull) | threadIndexInWarp; } }; } #endif