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

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// 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 DY_CONSTRAINT_PREP_H
#define DY_CONSTRAINT_PREP_H
#include "DyConstraint.h"
#include "DySolverConstraintDesc.h"
#include "foundation/PxArray.h"
#include "PxConstraint.h"
namespace physx
{
class PxcConstraintBlockStream;
class PxsConstraintBlockManager;
struct PxSolverBody;
struct PxSolverBodyData;
struct PxSolverConstraintDesc;
namespace Cm
{
struct SpatialVectorF;
}
namespace Dy
{
static const PxU32 MAX_CONSTRAINT_ROWS = 20;
struct SolverConstraintShaderPrepDesc
{
const Constraint* constraint;
PxConstraintSolverPrep solverPrep;
const void* constantBlock;
PxU32 constantBlockByteSize;
};
SolverConstraintPrepState::Enum setupSolverConstraint4
(SolverConstraintShaderPrepDesc* PX_RESTRICT constraintShaderDescs,
PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
const PxReal dt, const PxReal recipdt, PxU32& totalRows,
PxConstraintAllocator& allocator, bool residualReportingEnabled);
SolverConstraintPrepState::Enum setupSolverConstraint4
(PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
const PxReal dt, const PxReal recipdt, PxU32& totalRows,
PxConstraintAllocator& allocator, PxU32 maxRows, bool residualReportingEnabled);
PxU32 SetupSolverConstraint(SolverConstraintShaderPrepDesc& shaderDesc,
PxSolverConstraintPrepDesc& prepDesc,
PxConstraintAllocator& allocator,
PxReal dt, PxReal invdt);
class ConstraintHelper
{
public:
static PxU32 setupSolverConstraint(
PxSolverConstraintPrepDesc& prepDesc,
PxConstraintAllocator& allocator,
PxReal dt, PxReal invdt);
};
template<class PrepDescT>
PX_FORCE_INLINE void setupConstraintFlags(PrepDescT& prepDesc, PxU16 flags)
{
prepDesc.disablePreprocessing = (flags & PxConstraintFlag::eDISABLE_PREPROCESSING)!=0;
prepDesc.improvedSlerp = (flags & PxConstraintFlag::eIMPROVED_SLERP)!=0;
prepDesc.driveLimitsAreForces = (flags & PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES)!=0;
prepDesc.extendedLimits = (flags & PxConstraintFlag::eENABLE_EXTENDED_LIMITS)!=0;
prepDesc.disableConstraint = (flags & PxConstraintFlag::eDISABLE_CONSTRAINT)!=0;
}
void preprocessRows(Px1DConstraint** sorted,
Px1DConstraint* rows,
PxVec4* angSqrtInvInertia0,
PxVec4* angSqrtInvInertia1,
PxU32 rowCount,
const PxMat33& sqrtInvInertia0F32,
const PxMat33& sqrtInvInertia1F32,
const PxReal invMass0,
const PxReal invMass1,
const PxConstraintInvMassScale& ims,
bool disablePreprocessing,
bool diagonalizeDrive);
PX_FORCE_INLINE void setupConstraintRows(Px1DConstraint* PX_RESTRICT rows, PxU32 size)
{
// This is necessary so that there will be sensible defaults and shaders will
// continue to work (albeit with a recompile) if the row format changes.
// It's a bit inefficient because it fills in all constraint rows even if there
// is only going to be one generated. A way around this would be for the shader to
// specify the maximum number of rows it needs, or it could call a subroutine to
// prep the row before it starts filling it it.
PxMemZero(rows, sizeof(Px1DConstraint)*size);
for(PxU32 i=0; i<size; i++)
{
Px1DConstraint& c = rows[i];
//Px1DConstraintInit(c);
c.minImpulse = -PX_MAX_REAL;
c.maxImpulse = PX_MAX_REAL;
}
}
}
}
#endif