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XCEngine/engine/third_party/physx/source/gpusolver/src/CUDA/integrationTGS.cu

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// Redistribution and use in source and binary forms, with or without
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// 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.
#define IS_TGS_SOLVER
#include "PxgBodySim.h"
#include "PxgSolverBody.h"
#include "PxgSolverCoreDesc.h"
#include "DySleepingConfigulation.h"
#include "PxvDynamics.h"
#include "PxsRigidBody.h"
#include "assert.h"
#include "stdio.h"
#include "integration.cuh"
using namespace physx;
extern "C" __host__ void initSolverKernels11() {}
//KS - this will change dramatically once we have all the TGS functionality working!
extern "C" __global__ void integrateCoreParallelLaunchTGS(
const uint32_t offset, const PxgSolverCoreDesc* PX_RESTRICT solverCoreDesc,
const PxgSolverSharedDesc<IterativeSolveDataTGS>* PX_RESTRICT sharedDesc,
const PxU32* PX_RESTRICT islandIds,
const PxU32* PX_RESTRICT islandStaticTouchCounts,
const PxU32* PX_RESTRICT numCountedInteractions)
{
//integrateCoreParallel(motionVelocity, solverBody, solverBodyData, numBodies, dt);
uint32_t idx = threadIdx.x + blockIdx.x * blockDim.x;
const float4* PX_RESTRICT motionVelocityArray = solverCoreDesc->motionVelocityArray;
const uint32_t numSolverBodies = solverCoreDesc->numSolverBodies;
const float4* PX_RESTRICT solverBodyVelocity = sharedDesc->iterativeData.solverBodyVelPool;
const PxgSolverTxIData* PX_RESTRICT txIDatas = solverCoreDesc->solverBodyTxIDataPool;
float4* PX_RESTRICT outSolverVelocity = solverCoreDesc->outSolverVelocity;
PxAlignedTransform* PX_RESTRICT outBody2World = solverCoreDesc->outBody2World;
//for(uint32_t a = idx+offset; a < numSolverBodies; a+=blockSize)
uint32_t a = idx + offset;
if (a < numSolverBodies)
{
const PxgSolverBodyData& data = solverCoreDesc->solverBodyDataPool[a];
const PxU32 nodeIndex = data.islandNodeIndex.index();// >> 2;
PxgBodySim& bodySim = solverCoreDesc->mBodySimBufferDeviceData[nodeIndex];
// PT: TODO: PGS version uses a reference here, what's better?
const PxMat33 sqrtInvInertia = txIDatas[a].sqrtInvInertia;
const PxTransform deltaTransform = txIDatas[a].deltaBody2World;
PxAlignedTransform body2World = outBody2World[a]; // PT: TODO: PGS version uses bodySim.body2World here, why?
const float4 inverseInertia = bodySim.inverseInertiaXYZ_contactReportThresholdW;
const float4 motionLinVel = motionVelocityArray[a];
const float4 motionAngVel = motionVelocityArray[a + numSolverBodies];
//if (index == PxgSolverBody::InvalidHandle)
//{
// const float4 zero4 = make_float4(0.f);
// linVel = motionLinVel;
// angVel = motionAngVel;
//}
//else
//{
// //PxU32 ind = 3*(index&(~31)) + (index&31);
// PxU32 ind = index;
// float4 linxyz_angx = solverBodyVelocity[ind];
// float4 angyz_lindxy = solverBodyVelocity[ind + 32];
// linVel = make_float4(linxyz_angx.x, linxyz_angx.y, linxyz_angx.z, 0.f);
// angVel = make_float4(linxyz_angx.w, angyz_lindxy.x, angyz_lindxy.y, 0.f);
//}
const PxU32 readIndex = solverCoreDesc->accumulatedBodyDeltaVOffset + a;
float4 v0 = solverBodyVelocity[readIndex];
float4 v1 = solverBodyVelocity[readIndex + numSolverBodies];
// PT: TODO: PGS version doesn't use tmp v0/v1 values here, why?
float4 linVel = make_float4(v0.x, v0.y, v0.z, 0.f);
float4 angVel = make_float4(v0.w, v1.x, v1.y, 0.f);
const PxU32 staticTouchCount = islandStaticTouchCounts[islandIds[nodeIndex]];
//this array need to be copied back to CPU
PxgSolverBodySleepData& sleepData = solverCoreDesc->solverBodySleepDataPool[a];
integrateCoreTGS(motionLinVel, motionAngVel, inverseInertia, linVel, angVel, body2World, deltaTransform, data, bodySim, sleepData, sqrtInvInertia,
sharedDesc->dt, sharedDesc->invDtF32, solverCoreDesc->enableStabilization, staticTouchCount != 0, numCountedInteractions[nodeIndex],
nodeIndex);
// PT: TODO: why do we write out the vels & pose to 2 different buffers?
outSolverVelocity[a] = linVel;
outSolverVelocity[a + numSolverBodies] = angVel;
outBody2World[a] = body2World;
// PT: for acceleration getters (eENABLE_BODY_ACCELERATIONS)
PxgBodySimVelocities* prevVelocities = solverCoreDesc->mBodySimPrevVelocitiesBufferDeviceData;
if(prevVelocities)
{
PxgBodySimVelocities& prev = prevVelocities[nodeIndex];
prev.linearVelocity = bodySim.linearVelocityXYZ_inverseMassW;
prev.angularVelocity = bodySim.angularVelocityXYZ_maxPenBiasW;
}
//write back linear velocity, angular velocity to pxgbodysim
bodySim.linearVelocityXYZ_inverseMassW.x = linVel.x; bodySim.linearVelocityXYZ_inverseMassW.y = linVel.y; bodySim.linearVelocityXYZ_inverseMassW.z = linVel.z;
bodySim.angularVelocityXYZ_maxPenBiasW.x = angVel.x; bodySim.angularVelocityXYZ_maxPenBiasW.y = angVel.y; bodySim.angularVelocityXYZ_maxPenBiasW.z = angVel.z;
bodySim.body2World = body2World;
assert(body2World.isSane());
}
}