// 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 PXG_SOLVER_BODY_H #define PXG_SOLVER_BODY_H #include "PxvConfig.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "foundation/PxMat33.h" #include "foundation/PxTransform.h" #if !PX_CUDA_COMPILER #include #endif #include "AlignedMat33.h" #include "AlignedTransform.h" #include "PxNodeIndex.h" #include "PxSpatialMatrix.h" namespace physx { class PxsRigidBody; struct PxgSolverBody; class PxgArticulation; struct PxgSolverTxIData { PxTransform deltaBody2World; // 64 body delta transform PxMat33 sqrtInvInertia; // 36 inverse inertia in world space }; struct PxgSolverBodyPrepData { #if !PX_CUDA_COMPILER PX_ALIGN(16, PxVec3 initialAngVel); // 12 initial ang vel PxReal penBiasClamp; // 16 the penetration bias clamp PxVec3 initialLinVel; // 28 initial lin vel PxReal invMass; // 32 inverse mass #else float4 initialAngVelXYZ_penBiasClamp; float4 initialLinVelXYZ_invMassW; #endif PxAlignedTransform body2World; #if !PX_CUDA_COMPILER PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const { return initialLinVel.dot(lin) + initialAngVel.dot(ang); } #else PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal projectVelocity(const PxVec3& lin, const PxVec3& ang) const { //return initialLinVel.dot(lin) + initialAngVel.dot(ang); PxVec3 initialLinVel(initialLinVelXYZ_invMassW.x, initialLinVelXYZ_invMassW.y, initialLinVelXYZ_invMassW.z); PxVec3 initialAngVel(initialAngVelXYZ_penBiasClamp.x, initialAngVelXYZ_penBiasClamp.y, initialAngVelXYZ_penBiasClamp.z); return initialLinVel.dot(lin) + initialAngVel.dot(ang); } #endif }; #if PX_VC #pragma warning(push) #pragma warning(disable : 4324) #endif struct PxgSolverBodyData : public PxgSolverBodyPrepData { PxNodeIndex islandNodeIndex; // 40 PxReal reportThreshold; // 44 contact force threshold PxReal maxImpulse; // 48 PxU32 flags; // 52 hasSpeculativeCCD etc. PxReal offsetSlop; }; #if PX_VC #pragma warning(pop) #endif PX_COMPILE_TIME_ASSERT((sizeof(PxgSolverBodyData)& 0xf) == 0); class PxgSolverExtBody { public: union { const PxgArticulation* articulation; const PxgSolverBodyData* body; }; //if linkIndex is 0xffff, the solver body is rigid body, otherwise, it is articulation PxU16 linkIndex; PxU16 isKinematic; PxU32 bodyIndex; PxU32 islandNodeIndex; }; struct PxgSolverExtBody2 { PxSpatialMatrix mSpatialResponse; //144 Cm::UnAlignedSpatialVector velocity; //168 PxTransform body2World; //196 PxReal penBiasClamp; //200 PxReal maxImpulse; //204 PxU16 linkIndex; //206 PxU16 isKinematic; //208 PxU32 bodyIndex; //212 PxNodeIndex islandNodeIndex; //216 PxReal cfm; //220 PxReal offsetSlop; //224 }; //we need to DMA back the sleep data to CPU. PxgBodySim has the same information. However, PxgBodySim is too //big to dma back. struct PxgSolverBodySleepData { PxReal wakeCounter; PxU32 internalFlags; }; #if PX_VC #pragma warning(push) #pragma warning (disable : 4201) #endif struct PxgSolverBody { #if !PX_CUDA_COMPILER PX_ALIGN(16, PxVec3 linearVelocity); // post-solver linear velocity in world space PxU32 pad; PxVec3 angularVelocity; // post-solver angular velocity in world space PxU32 pad2; #else float4 linearVelocity; float4 angularVelocity; #endif }; #if PX_VC #pragma warning(pop) #endif PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverBody) == 32); #if PX_VC #pragma warning(push) #pragma warning (disable : 4201) #endif struct PxgTGSSolverBody { #if !PX_CUDA_COMPILER PX_ALIGN(16, PxVec3 linearVelocity); // 12 post-solver linear velocity in world space PxVec3 angularVelocity; // 24 post-solver angular velocity in world space PxVec3 linearDelta; // 36 linear delta motion in world space PxVec3 angularDelta; // 48 angular delta motion in world space #else float4 linearVelocityXYZ_angX; float4 angularVelocityYZ_linDeltaXY; float4 linDeltaZ_angDeltaXYZ; #endif }; #if PX_VC #pragma warning(pop) #endif PX_COMPILE_TIME_ASSERT(sizeof(PxgSolverBody) == 32); struct PxgSolverReferences { PxU32 mRemappedBodyIndex; }; } #endif