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XCEngine/engine/third_party/physx/source/lowleveldynamics/src/DyTGSContactPrep.h

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// Redistribution and use in source and binary forms, with or without
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// * 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
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// 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
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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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.
#ifndef DY_TGS_CONTACT_PREP_H
#define DY_TGS_CONTACT_PREP_H
#include "foundation/PxPreprocessor.h"
#include "DySolverConstraintDesc.h"
#include "PxSceneDesc.h"
#include "DySolverContact4.h"
namespace physx
{
struct PxsContactManagerOutput;
struct PxSolverConstraintDesc;
namespace Dy
{
class ThreadContext;
struct CorrelationBuffer;
bool createFinalizeSolverContactsStep(PxTGSSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
const PxReal invTotalDtF32,
const PxReal totalDtF32,
const PxReal stepDt,
const PxReal bounceThresholdF32,
const PxReal frictionOffsetThreshold,
const PxReal correlationDistance,
const PxReal biasCoefficient,
PxConstraintAllocator& constraintAllocator);
bool createFinalizeSolverContactsStep(
PxTGSSolverContactDesc& contactDesc,
CorrelationBuffer& c,
const PxReal invDtF32,
const PxReal invTotalDtF32,
const PxReal totalDtF32,
const PxReal dtF32,
const PxReal bounceThresholdF32,
const PxReal frictionOffsetThreshold,
const PxReal correlationDistance,
const PxReal biasCoefficient,
PxConstraintAllocator& constraintAllocator);
SolverConstraintPrepState::Enum setupSolverConstraintStep4
(PxTGSSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
const PxReal dt, const PxReal totalDt, const PxReal recipdt, const PxReal recipTotalDt, PxU32& totalRows,
PxConstraintAllocator& allocator, PxU32 maxRows,
const PxReal lengthScale, const PxReal biasCoefficient, bool isResidualReportingEnabled);
PxU32 SetupSolverConstraintStep(SolverConstraintShaderPrepDesc& shaderDesc,
PxTGSSolverConstraintPrepDesc& prepDesc,
PxConstraintAllocator& allocator,
const PxReal dt, const PxReal totalDt, const PxReal invdt, const PxReal invTotalDt,
const PxReal lengthScale, const PxReal biasCoefficient);
PxU32 setupSolverConstraintStep(
const PxTGSSolverConstraintPrepDesc& prepDesc,
PxConstraintAllocator& allocator,
const PxReal dt, const PxReal totalDt, const PxReal invdt, const PxReal invTotalDt,
const PxReal lengthScale, const PxReal biasCoefficient);
SolverConstraintPrepState::Enum setupSolverConstraintStep4
(SolverConstraintShaderPrepDesc* PX_RESTRICT constraintShaderDescs,
PxTGSSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
const PxReal dt, const PxReal totalDt, const PxReal recipdt, const PxReal recipTotalDt, PxU32& totalRows,
PxConstraintAllocator& allocator, const PxReal lengthScale, const PxReal biasCoefficient, bool isResidualReportingEnabled);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4Step(
PxsContactManagerOutput** cmOutputs,
ThreadContext& threadContext,
PxTGSSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal totalDtF32,
const PxReal invTotalDtF32,
const PxReal dt,
const PxReal bounceThresholdF32,
const PxReal frictionOffsetThreshold,
const PxReal correlationDistance,
const PxReal biasCoefficient,
PxConstraintAllocator& constraintAllocator);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4Step(
Dy::CorrelationBuffer& c,
PxTGSSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal totalDt,
const PxReal invTotalDtF32,
const PxReal dt,
const PxReal bounceThresholdF32,
const PxReal frictionOffsetThreshold,
const PxReal correlationDistance,
const PxReal biasCoefficient,
PxConstraintAllocator& constraintAllocator);
}
}
#endif