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

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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_CONTACT_PREP_H
#define DY_CONTACT_PREP_H
#include "CmSpatialVector.h"
#include "DySolverConstraintDesc.h"
namespace physx
{
struct PxcNpWorkUnit;
class PxsConstraintBlockManager;
class PxcConstraintBlockStream;
struct PxsContactManagerOutput;
class FrictionPatchStreamPair;
struct PxSolverBody;
struct PxSolverBodyData;
struct PxSolverConstraintDesc;
class PxsContactManager;
namespace Dy
{
class ThreadContext;
struct CorrelationBuffer;
#define CREATE_FINALIZE_SOLVER_CONTACT_METHOD_ARGS \
PxSolverContactDesc& contactDesc, \
PxsContactManagerOutput& output, \
ThreadContext& threadContext, \
const PxReal invDtF32, \
const PxReal dtF32, \
PxReal bounceThresholdF32, \
PxReal frictionOffsetThreshold, \
PxReal correlationDistance, \
PxConstraintAllocator& constraintAllocator, \
Cm::SpatialVectorF* Z
#define CREATE_FINALIZE_SOLVER_CONTACT_METHOD_ARGS_4 \
PxsContactManagerOutput** outputs, \
ThreadContext& threadContext, \
PxSolverContactDesc* blockDescs, \
const PxReal invDtF32, \
const PxReal dtF32, \
PxReal bounceThresholdF32, \
PxReal frictionThresholdF32, \
PxReal correlationDistanceF32, \
PxConstraintAllocator& constraintAllocator
/*!
Method prototype for create finalize solver contact
*/
typedef bool (*PxcCreateFinalizeSolverContactMethod)(CREATE_FINALIZE_SOLVER_CONTACT_METHOD_ARGS);
typedef SolverConstraintPrepState::Enum (*PxcCreateFinalizeSolverContactMethod4)(CREATE_FINALIZE_SOLVER_CONTACT_METHOD_ARGS_4);
bool createFinalizeSolverContacts( PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator,
Cm::SpatialVectorF* Z);
bool createFinalizeSolverContacts( PxSolverContactDesc& contactDesc,
CorrelationBuffer& c,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator,
Cm::SpatialVectorF* Z);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4( PxsContactManagerOutput** outputs,
ThreadContext& threadContext,
PxSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4( Dy::CorrelationBuffer& c,
PxSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator);
bool createFinalizeSolverContactsCoulomb1D(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator,
Cm::SpatialVectorF* Z);
bool createFinalizeSolverContactsCoulomb2D(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator,
Cm::SpatialVectorF* Z);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb1D( PxsContactManagerOutput** outputs,
ThreadContext& threadContext,
PxSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator);
SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb2D(PxsContactManagerOutput** outputs,
ThreadContext& threadContext,
PxSolverContactDesc* blockDescs,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator);
PxU32 getContactManagerConstraintDesc(const PxsContactManagerOutput& cmOutput, const PxsContactManager& cm, PxSolverConstraintDesc& desc);
template <typename SolverContactDesc>
void updateFrictionAnchorCountAndPosition(PxSolverConstraintDesc& desc, PxsContactManagerOutput& output, SolverContactDesc& blockDesc);
template <typename SolverFriction>
void writeBackContactFriction(const SolverFriction* PX_RESTRICT frictions, PxU32 numFrictionConstr, PxU32 frictionStride, PxVec3* PX_RESTRICT vFrictionWriteback);
class BlockAllocator : public PxConstraintAllocator
{
PxsConstraintBlockManager& mConstraintBlockManager;
PxcConstraintBlockStream& mConstraintBlockStream;
FrictionPatchStreamPair& mFrictionPatchStreamPair;
PxU32& mTotalConstraintByteSize;
public:
BlockAllocator(PxsConstraintBlockManager& constraintBlockManager, PxcConstraintBlockStream& constraintBlockStream, FrictionPatchStreamPair& frictionPatchStreamPair,
PxU32& totalConstraintByteSize) :
mConstraintBlockManager(constraintBlockManager), mConstraintBlockStream(constraintBlockStream), mFrictionPatchStreamPair(frictionPatchStreamPair),
mTotalConstraintByteSize(totalConstraintByteSize)
{
}
virtual PxU8* reserveConstraintData(const PxU32 size);
virtual PxU8* reserveFrictionData(const PxU32 size);
virtual PxU8* findInputPatches(PxU8* frictionCookie)
{
return frictionCookie;
}
PX_NOCOPY(BlockAllocator)
};
}
}
#endif