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XCEngine/engine/third_party/physx/source/lowleveldynamics/src/DySolverConstraintsBlock.cpp

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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.
#include "foundation/PxPreprocessor.h"
#include "DySolverBody.h"
#include "DyThresholdTable.h"
#include "DySolverContext.h"
#include "DyConstraint.h"
#include "foundation/PxAtomic.h"
#include "DySolverContact4.h"
#include "DySolverConstraint1D4.h"
#include "DyPGS.h"
#include "DyResidualAccumulator.h"
namespace physx
{
namespace Dy
{
static void solveContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache)
{
PxSolverBody& b00 = *desc[0].bodyA;
PxSolverBody& b01 = *desc[0].bodyB;
PxSolverBody& b10 = *desc[1].bodyA;
PxSolverBody& b11 = *desc[1].bodyB;
PxSolverBody& b20 = *desc[2].bodyA;
PxSolverBody& b21 = *desc[2].bodyB;
PxSolverBody& b30 = *desc[3].bodyA;
PxSolverBody& b31 = *desc[3].bodyB;
//We'll need this.
const Vec4V vZero = V4Zero();
Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
Vec4V linVel01 = V4LoadA(&b01.linearVelocity.x);
Vec4V angState00 = V4LoadA(&b00.angularState.x);
Vec4V angState01 = V4LoadA(&b01.angularState.x);
Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
Vec4V linVel11 = V4LoadA(&b11.linearVelocity.x);
Vec4V angState10 = V4LoadA(&b10.angularState.x);
Vec4V angState11 = V4LoadA(&b11.angularState.x);
Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
Vec4V linVel21 = V4LoadA(&b21.linearVelocity.x);
Vec4V angState20 = V4LoadA(&b20.angularState.x);
Vec4V angState21 = V4LoadA(&b21.angularState.x);
Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
Vec4V linVel31 = V4LoadA(&b31.linearVelocity.x);
Vec4V angState30 = V4LoadA(&b30.angularState.x);
Vec4V angState31 = V4LoadA(&b31.angularState.x);
Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
Vec4V linVel1T0, linVel1T1, linVel1T2, linVel1T3;
Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
Vec4V angState1T0, angState1T1, angState1T2, angState1T3;
PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
PX_TRANSPOSE_44(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2, linVel1T3);
PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
PX_TRANSPOSE_44(angState01, angState11, angState21, angState31, angState1T0, angState1T1, angState1T2, angState1T3);
const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
//hopefully pointer aliasing doesn't bite.
PxU8* PX_RESTRICT currPtr = desc[0].constraint;
Vec4V vMax = V4Splat(FMax());
const PxU8* PX_RESTRICT prefetchAddress = currPtr + sizeof(SolverContactHeader4) + sizeof(SolverContactBatchPointDynamic4);
const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
const Vec4V invMassA = hdr->invMass0D0;
const Vec4V invMassB = hdr->invMass1D1;
const Vec4V sumInvMass = V4Add(invMassA, invMassB);
Dy::ErrorAccumulator error;
const bool residualReportingActive = cache.contactErrorAccumulator;
while(currPtr < last)
{
hdr = reinterpret_cast<const SolverContactHeader4*>(currPtr);
PX_ASSERT(hdr->type == DY_SC_TYPE_BLOCK_RB_CONTACT);
currPtr = reinterpret_cast<PxU8*>(const_cast<SolverContactHeader4*>(hdr) + 1);
const PxU32 numNormalConstr = hdr->numNormalConstr;
const PxU32 numFrictionConstr = hdr->numFrictionConstr;
bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
Vec4V* appliedForces = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numNormalConstr;
SolverContactBatchPointDynamic4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointDynamic4*>(currPtr);
Vec4V* maxImpulses;
currPtr = reinterpret_cast<PxU8*>(contacts + numNormalConstr);
PxU32 maxImpulseMask = 0;
if(hasMaxImpulse)
{
maxImpulseMask = 0xFFFFFFFF;
maxImpulses = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V) * numNormalConstr;
}
else
{
maxImpulses = &vMax;
}
SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
if(numFrictionConstr)
currPtr += sizeof(SolverFrictionSharedData4);
Vec4V* frictionAppliedForce = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numFrictionConstr;
const SolverContactFrictionDynamic4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionDynamic4*>(currPtr);
currPtr += numFrictionConstr * sizeof(SolverContactFrictionDynamic4);
Vec4V accumulatedNormalImpulse = vZero;
const Vec4V angD0 = hdr->angDom0;
const Vec4V angD1 = hdr->angDom1;
const Vec4V _normalT0 = hdr->normalX;
const Vec4V _normalT1 = hdr->normalY;
const Vec4V _normalT2 = hdr->normalZ;
Vec4V contactNormalVel1 = V4Mul(linVel0T0, _normalT0);
Vec4V contactNormalVel3 = V4Mul(linVel1T0, _normalT0);
contactNormalVel1 = V4MulAdd(linVel0T1, _normalT1, contactNormalVel1);
contactNormalVel3 = V4MulAdd(linVel1T1, _normalT1, contactNormalVel3);
contactNormalVel1 = V4MulAdd(linVel0T2, _normalT2, contactNormalVel1);
contactNormalVel3 = V4MulAdd(linVel1T2, _normalT2, contactNormalVel3);
Vec4V relVel1 = V4Sub(contactNormalVel1, contactNormalVel3);
Vec4V accumDeltaF = vZero;
for(PxU32 i=0;i<numNormalConstr;i++)
{
const SolverContactBatchPointDynamic4& c = contacts[i];
PxU32 offset = 0;
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
prefetchAddress += offset;
const Vec4V appliedForce = appliedForces[i];
const Vec4V maxImpulse = maxImpulses[i & maxImpulseMask];
Vec4V contactNormalVel2 = V4Mul(c.raXnX, angState0T0);
Vec4V contactNormalVel4 = V4Mul(c.rbXnX, angState1T0);
contactNormalVel2 = V4MulAdd(c.raXnY, angState0T1, contactNormalVel2);
contactNormalVel4 = V4MulAdd(c.rbXnY, angState1T1, contactNormalVel4);
contactNormalVel2 = V4MulAdd(c.raXnZ, angState0T2, contactNormalVel2);
contactNormalVel4 = V4MulAdd(c.rbXnZ, angState1T2, contactNormalVel4);
const Vec4V normalVel = V4Add(relVel1, V4Sub(contactNormalVel2, contactNormalVel4));
Vec4V deltaF = V4NegMulSub(normalVel, c.velMultiplier, c.biasedErr);
deltaF = V4Max(deltaF, V4Neg(appliedForce));
const Vec4V newAppliedForce = V4Min(V4MulAdd(c.impulseMultiplier, appliedForce, deltaF), maxImpulse);
deltaF = V4Sub(newAppliedForce, appliedForce);
if (residualReportingActive)
error.accumulateErrorLocalV4(deltaF, c.velMultiplier);
accumDeltaF = V4Add(accumDeltaF, deltaF);
const Vec4V angDetaF0 = V4Mul(deltaF, angD0);
const Vec4V angDetaF1 = V4Mul(deltaF, angD1);
relVel1 = V4MulAdd(sumInvMass, deltaF, relVel1);
angState0T0 = V4MulAdd(c.raXnX, angDetaF0, angState0T0);
angState1T0 = V4NegMulSub(c.rbXnX, angDetaF1, angState1T0);
angState0T1 = V4MulAdd(c.raXnY, angDetaF0, angState0T1);
angState1T1 = V4NegMulSub(c.rbXnY, angDetaF1, angState1T1);
angState0T2 = V4MulAdd(c.raXnZ, angDetaF0, angState0T2);
angState1T2 = V4NegMulSub(c.rbXnZ, angDetaF1, angState1T2);
appliedForces[i] = newAppliedForce;
accumulatedNormalImpulse = V4Add(accumulatedNormalImpulse, newAppliedForce);
}
const Vec4V accumDeltaF_IM0 = V4Mul(accumDeltaF, invMassA);
const Vec4V accumDeltaF_IM1 = V4Mul(accumDeltaF, invMassB);
linVel0T0 = V4MulAdd(_normalT0, accumDeltaF_IM0, linVel0T0);
linVel1T0 = V4NegMulSub(_normalT0, accumDeltaF_IM1, linVel1T0);
linVel0T1 = V4MulAdd(_normalT1, accumDeltaF_IM0, linVel0T1);
linVel1T1 = V4NegMulSub(_normalT1, accumDeltaF_IM1, linVel1T1);
linVel0T2 = V4MulAdd(_normalT2, accumDeltaF_IM0, linVel0T2);
linVel1T2 = V4NegMulSub(_normalT2, accumDeltaF_IM1, linVel1T2);
if(cache.doFriction && numFrictionConstr)
{
const Vec4V staticFric = hdr->staticFriction;
const Vec4V dynamicFric = hdr->dynamicFriction;
const Vec4V maxFrictionImpulse = V4Mul(staticFric, accumulatedNormalImpulse);
const Vec4V maxDynFrictionImpulse = V4Mul(dynamicFric, accumulatedNormalImpulse);
const Vec4V negMaxDynFrictionImpulse = V4Neg(maxDynFrictionImpulse);
//const Vec4V negMaxFrictionImpulse = V4Neg(maxFrictionImpulse);
BoolV broken = BFFFF();
if(cache.writeBackIteration)
{
PxPrefetchLine(fd->frictionBrokenWritebackByte[0]);
PxPrefetchLine(fd->frictionBrokenWritebackByte[1]);
PxPrefetchLine(fd->frictionBrokenWritebackByte[2]);
}
for(PxU32 i=0;i<numFrictionConstr;i++)
{
const SolverContactFrictionDynamic4& f = frictions[i];
PxU32 offset = 0;
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
prefetchAddress += offset;
const Vec4V appliedForce = frictionAppliedForce[i];
const Vec4V normalT0 = fd->normalX[i&1];
const Vec4V normalT1 = fd->normalY[i&1];
const Vec4V normalT2 = fd->normalZ[i&1];
Vec4V normalVel1 = V4Mul(linVel0T0, normalT0);
Vec4V normalVel2 = V4Mul(f.raXnX, angState0T0);
Vec4V normalVel3 = V4Mul(linVel1T0, normalT0);
Vec4V normalVel4 = V4Mul(f.rbXnX, angState1T0);
normalVel1 = V4MulAdd(linVel0T1, normalT1, normalVel1);
normalVel2 = V4MulAdd(f.raXnY, angState0T1, normalVel2);
normalVel3 = V4MulAdd(linVel1T1, normalT1, normalVel3);
normalVel4 = V4MulAdd(f.rbXnY, angState1T1, normalVel4);
normalVel1 = V4MulAdd(linVel0T2, normalT2, normalVel1);
normalVel2 = V4MulAdd(f.raXnZ, angState0T2, normalVel2);
normalVel3 = V4MulAdd(linVel1T2, normalT2, normalVel3);
normalVel4 = V4MulAdd(f.rbXnZ, angState1T2, normalVel4);
const Vec4V normalVel_tmp2 = V4Add(normalVel1, normalVel2);
const Vec4V normalVel_tmp1 = V4Add(normalVel3, normalVel4);
// appliedForce -bias * velMultiplier - a hoisted part of the total impulse computation
const Vec4V normalVel = V4Sub(normalVel_tmp2, normalVel_tmp1 );
const Vec4V tmp1 = V4Sub(appliedForce, f.scaledBias);
const Vec4V totalImpulse = V4NegMulSub(normalVel, f.velMultiplier, tmp1);
broken = BOr(broken, V4IsGrtr(V4Abs(totalImpulse), maxFrictionImpulse));
const Vec4V newAppliedForce = V4Sel(broken, V4Min(maxDynFrictionImpulse, V4Max(negMaxDynFrictionImpulse, totalImpulse)), totalImpulse);
const Vec4V deltaF = V4Sub(newAppliedForce, appliedForce);
if (residualReportingActive)
error.accumulateErrorLocalV4(deltaF, f.velMultiplier);
frictionAppliedForce[i] = newAppliedForce;
const Vec4V deltaFIM0 = V4Mul(deltaF, invMassA);
const Vec4V deltaFIM1 = V4Mul(deltaF, invMassB);
const Vec4V angDetaF0 = V4Mul(deltaF, angD0);
const Vec4V angDetaF1 = V4Mul(deltaF, angD1);
linVel0T0 = V4MulAdd(normalT0, deltaFIM0, linVel0T0);
linVel1T0 = V4NegMulSub(normalT0, deltaFIM1, linVel1T0);
angState0T0 = V4MulAdd(f.raXnX, angDetaF0, angState0T0);
angState1T0 = V4NegMulSub(f.rbXnX, angDetaF1, angState1T0);
linVel0T1 = V4MulAdd(normalT1, deltaFIM0, linVel0T1);
linVel1T1 = V4NegMulSub(normalT1, deltaFIM1, linVel1T1);
angState0T1 = V4MulAdd(f.raXnY, angDetaF0, angState0T1);
angState1T1 = V4NegMulSub(f.rbXnY, angDetaF1, angState1T1);
linVel0T2 = V4MulAdd(normalT2, deltaFIM0, linVel0T2);
linVel1T2 = V4NegMulSub(normalT2, deltaFIM1, linVel1T2);
angState0T2 = V4MulAdd(f.raXnZ, angDetaF0, angState0T2);
angState1T2 = V4NegMulSub(f.rbXnZ, angDetaF1, angState1T2);
}
fd->broken = broken;
}
}
PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
PX_TRANSPOSE_44(linVel1T0, linVel1T1, linVel1T2, linVel1T3, linVel01, linVel11, linVel21, linVel31);
PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
PX_TRANSPOSE_44(angState1T0, angState1T1, angState1T2, angState1T3, angState01, angState11, angState21, angState31);
PX_ASSERT(b00.linearVelocity.isFinite());
PX_ASSERT(b00.angularState.isFinite());
PX_ASSERT(b10.linearVelocity.isFinite());
PX_ASSERT(b10.angularState.isFinite());
PX_ASSERT(b20.linearVelocity.isFinite());
PX_ASSERT(b20.angularState.isFinite());
PX_ASSERT(b30.linearVelocity.isFinite());
PX_ASSERT(b30.angularState.isFinite());
PX_ASSERT(b01.linearVelocity.isFinite());
PX_ASSERT(b01.angularState.isFinite());
PX_ASSERT(b11.linearVelocity.isFinite());
PX_ASSERT(b11.angularState.isFinite());
PX_ASSERT(b21.linearVelocity.isFinite());
PX_ASSERT(b21.angularState.isFinite());
PX_ASSERT(b31.linearVelocity.isFinite());
PX_ASSERT(b31.angularState.isFinite());
// Write back
V4StoreA(linVel00, &b00.linearVelocity.x);
V4StoreA(angState00, &b00.angularState.x);
V4StoreA(linVel10, &b10.linearVelocity.x);
V4StoreA(angState10, &b10.angularState.x);
V4StoreA(linVel20, &b20.linearVelocity.x);
V4StoreA(angState20, &b20.angularState.x);
V4StoreA(linVel30, &b30.linearVelocity.x);
V4StoreA(angState30, &b30.angularState.x);
if(desc[0].bodyBDataIndex != 0)
{
V4StoreA(linVel01, &b01.linearVelocity.x);
V4StoreA(angState01, &b01.angularState.x);
}
if(desc[1].bodyBDataIndex != 0)
{
V4StoreA(linVel11, &b11.linearVelocity.x);
V4StoreA(angState11, &b11.angularState.x);
}
if(desc[2].bodyBDataIndex != 0)
{
V4StoreA(linVel21, &b21.linearVelocity.x);
V4StoreA(angState21, &b21.angularState.x);
}
if(desc[3].bodyBDataIndex != 0)
{
V4StoreA(linVel31, &b31.linearVelocity.x);
V4StoreA(angState31, &b31.angularState.x);
}
PX_ASSERT(b00.linearVelocity.isFinite());
PX_ASSERT(b00.angularState.isFinite());
PX_ASSERT(b10.linearVelocity.isFinite());
PX_ASSERT(b10.angularState.isFinite());
PX_ASSERT(b20.linearVelocity.isFinite());
PX_ASSERT(b20.angularState.isFinite());
PX_ASSERT(b30.linearVelocity.isFinite());
PX_ASSERT(b30.angularState.isFinite());
PX_ASSERT(b01.linearVelocity.isFinite());
PX_ASSERT(b01.angularState.isFinite());
PX_ASSERT(b11.linearVelocity.isFinite());
PX_ASSERT(b11.angularState.isFinite());
PX_ASSERT(b21.linearVelocity.isFinite());
PX_ASSERT(b21.angularState.isFinite());
PX_ASSERT(b31.linearVelocity.isFinite());
PX_ASSERT(b31.angularState.isFinite());
if (residualReportingActive)
error.accumulateErrorGlobal(*cache.contactErrorAccumulator);
}
static void solveContact4_StaticBlock(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache)
{
PxSolverBody& b00 = *desc[0].bodyA;
PxSolverBody& b10 = *desc[1].bodyA;
PxSolverBody& b20 = *desc[2].bodyA;
PxSolverBody& b30 = *desc[3].bodyA;
const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
//hopefully pointer aliasing doesn't bite.
PxU8* PX_RESTRICT currPtr = desc[0].constraint;
//We'll need this.
const Vec4V vZero = V4Zero();
Vec4V vMax = V4Splat(FMax());
Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
Vec4V angState00 = V4LoadA(&b00.angularState.x);
Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
Vec4V angState10 = V4LoadA(&b10.angularState.x);
Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
Vec4V angState20 = V4LoadA(&b20.angularState.x);
Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
Vec4V angState30 = V4LoadA(&b30.angularState.x);
Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
const PxU8* PX_RESTRICT prefetchAddress = currPtr + sizeof(SolverContactHeader4) + sizeof(SolverContactBatchPointBase4);
const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
const Vec4V invMass0 = hdr->invMass0D0;
Dy::ErrorAccumulator error;
const bool residualReportingActive = cache.contactErrorAccumulator;
while((currPtr < last))
{
hdr = reinterpret_cast<const SolverContactHeader4*>(currPtr);
PX_ASSERT(hdr->type == DY_SC_TYPE_BLOCK_STATIC_RB_CONTACT);
currPtr = const_cast<PxU8*>(reinterpret_cast<const PxU8*>(hdr + 1));
const PxU32 numNormalConstr = hdr->numNormalConstr;
const PxU32 numFrictionConstr = hdr->numFrictionConstr;
bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
Vec4V* appliedForces = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numNormalConstr;
SolverContactBatchPointBase4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointBase4*>(currPtr);
currPtr = reinterpret_cast<PxU8*>(contacts + numNormalConstr);
Vec4V* maxImpulses;
PxU32 maxImpulseMask;
if(hasMaxImpulse)
{
maxImpulseMask = 0xFFFFFFFF;
maxImpulses = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V) * numNormalConstr;
}
else
{
maxImpulseMask = 0;
maxImpulses = &vMax;
}
SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
if(numFrictionConstr)
currPtr += sizeof(SolverFrictionSharedData4);
Vec4V* frictionAppliedForces = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numFrictionConstr;
const SolverContactFrictionBase4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionBase4*>(currPtr);
currPtr += numFrictionConstr * sizeof(SolverContactFrictionBase4);
Vec4V accumulatedNormalImpulse = vZero;
const Vec4V angD0 = hdr->angDom0;
const Vec4V _normalT0 = hdr->normalX;
const Vec4V _normalT1 = hdr->normalY;
const Vec4V _normalT2 = hdr->normalZ;
Vec4V contactNormalVel1 = V4Mul(linVel0T0, _normalT0);
contactNormalVel1 = V4MulAdd(linVel0T1, _normalT1, contactNormalVel1);
contactNormalVel1 = V4MulAdd(linVel0T2, _normalT2, contactNormalVel1);
Vec4V accumDeltaF = vZero;
// numNormalConstr is the maxium number of normal constraints any of these 4 contacts have.
// Contacts with fewer normal constraints than that maximum apply zero force because their
// c.velMultiplier and c.biasedErr were set to zero in contact prepping (see the bFinished variables there)
for(PxU32 i=0;i<numNormalConstr;i++)
{
const SolverContactBatchPointBase4& c = contacts[i];
PxU32 offset = 0;
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
prefetchAddress += offset;
const Vec4V appliedForce = appliedForces[i];
const Vec4V maxImpulse = maxImpulses[i&maxImpulseMask];
Vec4V contactNormalVel2 = V4MulAdd(c.raXnX, angState0T0, contactNormalVel1);
contactNormalVel2 = V4MulAdd(c.raXnY, angState0T1, contactNormalVel2);
const Vec4V normalVel = V4MulAdd(c.raXnZ, angState0T2, contactNormalVel2);
const Vec4V _deltaF = V4Max(V4NegMulSub(normalVel, c.velMultiplier, c.biasedErr), V4Neg(appliedForce));
Vec4V newAppliedForce(V4MulAdd(c.impulseMultiplier, appliedForce, _deltaF));
newAppliedForce = V4Min(newAppliedForce, maxImpulse);
const Vec4V deltaF = V4Sub(newAppliedForce, appliedForce);
if (residualReportingActive)
error.accumulateErrorLocalV4(deltaF, c.velMultiplier);
const Vec4V angDeltaF = V4Mul(angD0, deltaF);
accumDeltaF = V4Add(accumDeltaF, deltaF);
contactNormalVel1 = V4MulAdd(invMass0, deltaF, contactNormalVel1);
angState0T0 = V4MulAdd(c.raXnX, angDeltaF, angState0T0);
angState0T1 = V4MulAdd(c.raXnY, angDeltaF, angState0T1);
angState0T2 = V4MulAdd(c.raXnZ, angDeltaF, angState0T2);
#if 1
appliedForces[i] = newAppliedForce;
#endif
accumulatedNormalImpulse = V4Add(accumulatedNormalImpulse, newAppliedForce);
}
const Vec4V deltaFInvMass0 = V4Mul(accumDeltaF, invMass0);
linVel0T0 = V4MulAdd(_normalT0, deltaFInvMass0, linVel0T0);
linVel0T1 = V4MulAdd(_normalT1, deltaFInvMass0, linVel0T1);
linVel0T2 = V4MulAdd(_normalT2, deltaFInvMass0, linVel0T2);
if(cache.doFriction && numFrictionConstr)
{
const Vec4V staticFric = hdr->staticFriction;
const Vec4V dynamicFric = hdr->dynamicFriction;
const Vec4V maxFrictionImpulse = V4Mul(staticFric, accumulatedNormalImpulse);
const Vec4V maxDynFrictionImpulse = V4Mul(dynamicFric, accumulatedNormalImpulse);
const Vec4V negMaxDynFrictionImpulse = V4Neg(maxDynFrictionImpulse);
BoolV broken = BFFFF();
if(cache.writeBackIteration)
{
PxPrefetchLine(fd->frictionBrokenWritebackByte[0]);
PxPrefetchLine(fd->frictionBrokenWritebackByte[1]);
PxPrefetchLine(fd->frictionBrokenWritebackByte[2]);
PxPrefetchLine(fd->frictionBrokenWritebackByte[3]);
}
for(PxU32 i=0;i<numFrictionConstr;i++)
{
const SolverContactFrictionBase4& f = frictions[i];
PxU32 offset = 0;
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
PxPrefetchLine(prefetchAddress, offset += 64);
prefetchAddress += offset;
const Vec4V appliedForce = frictionAppliedForces[i];
const Vec4V normalT0 = fd->normalX[i&1];
const Vec4V normalT1 = fd->normalY[i&1];
const Vec4V normalT2 = fd->normalZ[i&1];
Vec4V normalVel1 = V4Mul(linVel0T0, normalT0);
Vec4V normalVel2 = V4Mul(f.raXnX, angState0T0);
normalVel1 = V4MulAdd(linVel0T1, normalT1, normalVel1);
normalVel2 = V4MulAdd(f.raXnY, angState0T1, normalVel2);
normalVel1 = V4MulAdd(linVel0T2, normalT2, normalVel1);
normalVel2 = V4MulAdd(f.raXnZ, angState0T2, normalVel2);
//relative normal velocity for all 4 constraints
const Vec4V normalVel = V4Add(normalVel1, normalVel2);
// appliedForce -bias * velMultiplier - a hoisted part of the total impulse computation
const Vec4V tmp1 = V4Sub(appliedForce, f.scaledBias);
const Vec4V totalImpulse = V4NegMulSub(normalVel, f.velMultiplier, tmp1);
broken = BOr(broken, V4IsGrtr(V4Abs(totalImpulse), maxFrictionImpulse));
const Vec4V newAppliedForce = V4Sel(broken, V4Min(maxDynFrictionImpulse, V4Max(negMaxDynFrictionImpulse, totalImpulse)), totalImpulse);
const Vec4V deltaF = V4Sub(newAppliedForce, appliedForce);
if (residualReportingActive)
error.accumulateErrorLocalV4(deltaF, f.velMultiplier);
const Vec4V deltaFInvMass = V4Mul(invMass0, deltaF);
const Vec4V angDeltaF = V4Mul(angD0, deltaF);
linVel0T0 = V4MulAdd(normalT0, deltaFInvMass, linVel0T0);
angState0T0 = V4MulAdd(f.raXnX, angDeltaF, angState0T0);
linVel0T1 = V4MulAdd(normalT1, deltaFInvMass, linVel0T1);
angState0T1 = V4MulAdd(f.raXnY, angDeltaF, angState0T1);
linVel0T2 = V4MulAdd(normalT2, deltaFInvMass, linVel0T2);
angState0T2 = V4MulAdd(f.raXnZ, angDeltaF, angState0T2);
#if 1
frictionAppliedForces[i] = newAppliedForce;
#endif
}
fd->broken = broken;
}
}
PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
PX_ASSERT(b00.linearVelocity.isFinite());
PX_ASSERT(b00.angularState.isFinite());
PX_ASSERT(b10.linearVelocity.isFinite());
PX_ASSERT(b10.angularState.isFinite());
PX_ASSERT(b20.linearVelocity.isFinite());
PX_ASSERT(b20.angularState.isFinite());
PX_ASSERT(b30.linearVelocity.isFinite());
PX_ASSERT(b30.angularState.isFinite());
// Write back
V4StoreA(linVel00, &b00.linearVelocity.x);
V4StoreA(linVel10, &b10.linearVelocity.x);
V4StoreA(linVel20, &b20.linearVelocity.x);
V4StoreA(linVel30, &b30.linearVelocity.x);
V4StoreA(angState00, &b00.angularState.x);
V4StoreA(angState10, &b10.angularState.x);
V4StoreA(angState20, &b20.angularState.x);
V4StoreA(angState30, &b30.angularState.x);
PX_ASSERT(b00.linearVelocity.isFinite());
PX_ASSERT(b00.angularState.isFinite());
PX_ASSERT(b10.linearVelocity.isFinite());
PX_ASSERT(b10.angularState.isFinite());
PX_ASSERT(b20.linearVelocity.isFinite());
PX_ASSERT(b20.angularState.isFinite());
PX_ASSERT(b30.linearVelocity.isFinite());
PX_ASSERT(b30.angularState.isFinite());
if (residualReportingActive)
error.accumulateErrorGlobal(*cache.contactErrorAccumulator);
}
static void concludeContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, PxU32 contactSize, PxU32 frictionSize)
{
const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
//hopefully pointer aliasing doesn't bite.
PxU8* PX_RESTRICT currPtr = desc[0].constraint;
while((currPtr < last))
{
const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
currPtr = const_cast<PxU8*>(reinterpret_cast<const PxU8*>(hdr + 1));
const PxU32 numNormalConstr = hdr->numNormalConstr;
const PxU32 numFrictionConstr = hdr->numFrictionConstr;
currPtr += sizeof(Vec4V)*numNormalConstr;
SolverContactBatchPointBase4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointBase4*>(currPtr);
currPtr += (numNormalConstr * contactSize);
bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
if(hasMaxImpulse)
currPtr += sizeof(Vec4V) * numNormalConstr;
currPtr += sizeof(Vec4V)*numFrictionConstr;
SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
if(numFrictionConstr)
currPtr += sizeof(SolverFrictionSharedData4);
PX_UNUSED(fd);
SolverContactFrictionBase4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionBase4*>(currPtr);
currPtr += (numFrictionConstr * frictionSize);
for(PxU32 i=0;i<numNormalConstr;i++)
{
SolverContactBatchPointBase4& c = *contacts;
contacts = reinterpret_cast<SolverContactBatchPointBase4*>((reinterpret_cast<PxU8*>(contacts)) + contactSize);
c.biasedErr = V4Sub(c.biasedErr, c.scaledBias);
}
for(PxU32 i=0;i<numFrictionConstr;i++)
{
SolverContactFrictionBase4& f = *frictions;
frictions = reinterpret_cast<SolverContactFrictionBase4*>((reinterpret_cast<PxU8*>(frictions)) + frictionSize);
f.scaledBias = f.targetVelocity;
}
}
}
void computeFrictionImpulseBlock(
const Vec4V& axis0X, const Vec4V& axis0Y, const Vec4V& axis0Z,
const Vec4V& axis1X, const Vec4V& axis1Y, const Vec4V& axis1Z,
const Vec4V appliedForce0, const Vec4V appliedForce1,
Vec4V& impulse0, Vec4V& impulse1, Vec4V& impulse2, Vec4V& impulse3
)
{
Vec4V col0 = V4Mul(appliedForce0, axis0X);
Vec4V col1 = V4Mul(appliedForce0, axis0Y);
Vec4V col2 = V4Mul(appliedForce0, axis0Z);
Vec4V col3 = V4Zero();
V4Transpose(col0, col1, col2, col3);
impulse0 = col0;
impulse1 = col1;
impulse2 = col2;
impulse3 = col3;
col0 = V4Mul(appliedForce1, axis1X);
col1 = V4Mul(appliedForce1, axis1Y);
col2 = V4Mul(appliedForce1, axis1Z);
col3 = V4Zero();
V4Transpose(col0, col1, col2, col3);
impulse0 = V4Add(impulse0, col0);
impulse1 = V4Add(impulse1, col1);
impulse2 = V4Add(impulse2, col2);
impulse3 = V4Add(impulse3, col3);
}
static void writeBackContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache,
const PxSolverBodyData** PX_RESTRICT bd0, const PxSolverBodyData** PX_RESTRICT bd1)
{
const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
//hopefully pointer aliasing doesn't bite.
PxU8* PX_RESTRICT currPtr = desc[0].constraint;
PxReal* PX_RESTRICT vForceWriteback0 = reinterpret_cast<PxReal*>(desc[0].writeBack);
PxReal* PX_RESTRICT vForceWriteback1 = reinterpret_cast<PxReal*>(desc[1].writeBack);
PxReal* PX_RESTRICT vForceWriteback2 = reinterpret_cast<PxReal*>(desc[2].writeBack);
PxReal* PX_RESTRICT vForceWriteback3 = reinterpret_cast<PxReal*>(desc[3].writeBack);
PxVec3* PX_RESTRICT vFrictionWriteback0 = reinterpret_cast<PxVec3*>(desc[0].writeBackFriction);
PxVec3* PX_RESTRICT vFrictionWriteback1 = reinterpret_cast<PxVec3*>(desc[1].writeBackFriction);
PxVec3* PX_RESTRICT vFrictionWriteback2 = reinterpret_cast<PxVec3*>(desc[2].writeBackFriction);
PxVec3* PX_RESTRICT vFrictionWriteback3 = reinterpret_cast<PxVec3*>(desc[3].writeBackFriction);
const PxU8 type = *desc[0].constraint;
const PxU32 contactSize = type == DY_SC_TYPE_BLOCK_RB_CONTACT ? sizeof(SolverContactBatchPointDynamic4) : sizeof(SolverContactBatchPointBase4);
const PxU32 frictionSize = type == DY_SC_TYPE_BLOCK_RB_CONTACT ? sizeof(SolverContactFrictionDynamic4) : sizeof(SolverContactFrictionBase4);
Vec4V normalForce = V4Zero();
//We'll need this.
//const Vec4V vZero = V4Zero();
bool writeBackThresholds[4] = {false, false, false, false};
while((currPtr < last))
{
SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
currPtr = reinterpret_cast<PxU8*>(hdr + 1);
const PxU32 numNormalConstr = hdr->numNormalConstr;
const PxU32 numFrictionConstr = hdr->numFrictionConstr;
Vec4V* PX_RESTRICT appliedForces = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numNormalConstr;
//SolverContactBatchPointBase4* PX_RESTRICT contacts = (SolverContactBatchPointBase4*)currPtr;
currPtr += (numNormalConstr * contactSize);
bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
if(hasMaxImpulse)
currPtr += sizeof(Vec4V) * numNormalConstr;
SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
if(numFrictionConstr)
currPtr += sizeof(SolverFrictionSharedData4);
Vec4V* frictionAppliedForce = reinterpret_cast<Vec4V*>(currPtr);
currPtr += sizeof(Vec4V)*numFrictionConstr;
//SolverContactFrictionBase4* PX_RESTRICT frictions = (SolverContactFrictionBase4*)currPtr;
currPtr += (numFrictionConstr * frictionSize);
writeBackThresholds[0] = hdr->flags[0] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
writeBackThresholds[1] = hdr->flags[1] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
writeBackThresholds[2] = hdr->flags[2] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
writeBackThresholds[3] = hdr->flags[3] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
for(PxU32 i=0;i<numNormalConstr;i++)
{
//contacts = (SolverContactBatchPointBase4*)(((PxU8*)contacts) + contactSize);
const FloatV appliedForce0 = V4GetX(appliedForces[i]);
const FloatV appliedForce1 = V4GetY(appliedForces[i]);
const FloatV appliedForce2 = V4GetZ(appliedForces[i]);
const FloatV appliedForce3 = V4GetW(appliedForces[i]);
normalForce = V4Add(normalForce, appliedForces[i]);
if(vForceWriteback0 && i < hdr->numNormalConstr0)
FStore(appliedForce0, vForceWriteback0++);
if(vForceWriteback1 && i < hdr->numNormalConstr1)
FStore(appliedForce1, vForceWriteback1++);
if(vForceWriteback2 && i < hdr->numNormalConstr2)
FStore(appliedForce2, vForceWriteback2++);
if(vForceWriteback3 && i < hdr->numNormalConstr3)
FStore(appliedForce3, vForceWriteback3++);
}
// Writeback friction impulses
if (numFrictionConstr)
{
//We will have either 4 or 2 frictions (with friction pairs).
//With torsional friction, we may have 3 (a single friction anchor + twist).
const PxU32 numFrictionPairs = (numFrictionConstr & 6);
for (PxU32 i = 0; i < numFrictionPairs; i += 2)
{
const Vec4V axis0X = fd->normalX[0];
const Vec4V axis0Y = fd->normalY[0];
const Vec4V axis0Z = fd->normalZ[0];
const Vec4V axis1X = fd->normalX[1];
const Vec4V axis1Y = fd->normalY[1];
const Vec4V axis1Z = fd->normalZ[1];
const Vec4V appliedForce0 = frictionAppliedForce[i + 0];
const Vec4V appliedForce1 = frictionAppliedForce[i + 1];
Vec4V impulse0, impulse1, impulse2, impulse3;
computeFrictionImpulseBlock(axis0X, axis0Y, axis0Z,
axis1X, axis1Y, axis1Z,
appliedForce0, appliedForce1,
impulse0, impulse1, impulse2, impulse3);
if (vFrictionWriteback0)
V3StoreU(Vec3V_From_Vec4V_WUndefined(impulse0), vFrictionWriteback0[i / 2]);
if (vFrictionWriteback1)
V3StoreU(Vec3V_From_Vec4V_WUndefined(impulse1), vFrictionWriteback1[i / 2]);
if (vFrictionWriteback2)
V3StoreU(Vec3V_From_Vec4V_WUndefined(impulse2), vFrictionWriteback2[i / 2]);
if (vFrictionWriteback3)
V3StoreU(Vec3V_From_Vec4V_WUndefined(impulse3), vFrictionWriteback3[i / 2]);
}
}
if(numFrictionConstr)
{
PX_ALIGN(16, PxU32 broken[4]);
BStoreA(fd->broken, broken);
PxU8* frictionCounts = &hdr->numFrictionConstr0;
for(PxU32 a = 0; a < 4; ++a)
{
if(frictionCounts[a] && broken[a])
*fd->frictionBrokenWritebackByte[a] = 1; // PT: bad L2 miss here
}
}
}
PX_ALIGN(16, PxReal nf[4]);
V4StoreA(normalForce, nf);
Sc::ShapeInteraction** shapeInteractions = reinterpret_cast<SolverContactHeader4*>(desc[0].constraint)->shapeInteraction;
for(PxU32 a = 0; a < 4; ++a)
{
if(writeBackThresholds[a] && desc[a].linkIndexA == PxSolverConstraintDesc::RIGID_BODY && desc[a].linkIndexB == PxSolverConstraintDesc::RIGID_BODY &&
nf[a] !=0.f && (bd0[a]->reportThreshold < PX_MAX_REAL || bd1[a]->reportThreshold < PX_MAX_REAL))
{
ThresholdStreamElement elt;
elt.normalForce = nf[a];
elt.threshold = PxMin<float>(bd0[a]->reportThreshold, bd1[a]->reportThreshold);
elt.nodeIndexA = PxNodeIndex(bd0[a]->nodeIndex);
elt.nodeIndexB = PxNodeIndex(bd1[a]->nodeIndex);
elt.shapeInteraction = shapeInteractions[a];
PxOrder(elt.nodeIndexA, elt.nodeIndexB);
PX_ASSERT(elt.nodeIndexA < elt.nodeIndexB);
PX_ASSERT(cache.mThresholdStreamIndex<cache.mThresholdStreamLength);
cache.mThresholdStream[cache.mThresholdStreamIndex++] = elt;
}
}
}
static void solve1D4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, const SolverContext& cache)
{
PxSolverBody& b00 = *desc[0].bodyA;
PxSolverBody& b01 = *desc[0].bodyB;
PxSolverBody& b10 = *desc[1].bodyA;
PxSolverBody& b11 = *desc[1].bodyB;
PxSolverBody& b20 = *desc[2].bodyA;
PxSolverBody& b21 = *desc[2].bodyB;
PxSolverBody& b30 = *desc[3].bodyA;
PxSolverBody& b31 = *desc[3].bodyB;
PxU8* PX_RESTRICT bPtr = desc[0].constraint;
//PxU32 length = desc.constraintLength;
SolverConstraint1DHeader4* PX_RESTRICT header = reinterpret_cast<SolverConstraint1DHeader4*>(bPtr);
PxU8* PX_RESTRICT base = reinterpret_cast<PxU8*>(header+1);
bool residualReportingEnabled = cache.contactErrorAccumulator != NULL;
PxU32 stride = residualReportingEnabled ? sizeof(SolverConstraint1DDynamic4WithResidual) : sizeof(SolverConstraint1DDynamic4);
//const FloatV fZero = FZero();
Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
Vec4V linVel01 = V4LoadA(&b01.linearVelocity.x);
Vec4V angState00 = V4LoadA(&b00.angularState.x);
Vec4V angState01 = V4LoadA(&b01.angularState.x);
Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
Vec4V linVel11 = V4LoadA(&b11.linearVelocity.x);
Vec4V angState10 = V4LoadA(&b10.angularState.x);
Vec4V angState11 = V4LoadA(&b11.angularState.x);
Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
Vec4V linVel21 = V4LoadA(&b21.linearVelocity.x);
Vec4V angState20 = V4LoadA(&b20.angularState.x);
Vec4V angState21 = V4LoadA(&b21.angularState.x);
Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
Vec4V linVel31 = V4LoadA(&b31.linearVelocity.x);
Vec4V angState30 = V4LoadA(&b30.angularState.x);
Vec4V angState31 = V4LoadA(&b31.angularState.x);
Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
Vec4V linVel1T0, linVel1T1, linVel1T2, linVel1T3;
Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
Vec4V angState1T0, angState1T1, angState1T2, angState1T3;
PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
PX_TRANSPOSE_44(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2, linVel1T3);
PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
PX_TRANSPOSE_44(angState01, angState11, angState21, angState31, angState1T0, angState1T1, angState1T2, angState1T3);
const Vec4V invMass0D0 = header->invMass0D0;
const Vec4V invMass1D1 = header->invMass1D1;
const Vec4V angD0 = header->angD0;
const Vec4V angD1 = header->angD1;
const PxU32 maxConstraints = header->count;
for(PxU32 a = 0; a < maxConstraints; ++a)
{
SolverConstraint1DDynamic4& c = *reinterpret_cast<SolverConstraint1DDynamic4*>(base);
base+= stride;
PxPrefetchLine(base);
PxPrefetchLine(base, 64);
PxPrefetchLine(base, 128);
PxPrefetchLine(base, 192);
PxPrefetchLine(base, 256);
const Vec4V appliedForce = c.appliedForce;
Vec4V linProj0(V4Mul(c.lin0X, linVel0T0));
Vec4V linProj1(V4Mul(c.lin1X, linVel1T0));
Vec4V angProj0(V4Mul(c.ang0X, angState0T0));
Vec4V angProj1(V4Mul(c.ang1X, angState1T0));
linProj0 = V4MulAdd(c.lin0Y, linVel0T1, linProj0);
linProj1 = V4MulAdd(c.lin1Y, linVel1T1, linProj1);
angProj0 = V4MulAdd(c.ang0Y, angState0T1, angProj0);
angProj1 = V4MulAdd(c.ang1Y, angState1T1, angProj1);
linProj0 = V4MulAdd(c.lin0Z, linVel0T2, linProj0);
linProj1 = V4MulAdd(c.lin1Z, linVel1T2, linProj1);
angProj0 = V4MulAdd(c.ang0Z, angState0T2, angProj0);
angProj1 = V4MulAdd(c.ang1Z, angState1T2, angProj1);
const Vec4V projectVel0 = V4Add(linProj0, angProj0);
const Vec4V projectVel1 = V4Add(linProj1, angProj1);
const Vec4V normalVel = V4Sub(projectVel0, projectVel1);
const Vec4V unclampedForce = V4MulAdd(appliedForce, c.impulseMultiplier, V4MulAdd(normalVel, c.velMultiplier, c.constant));
const Vec4V clampedForce = V4Max(c.minImpulse, V4Min(c.maxImpulse, unclampedForce));
const Vec4V deltaF = V4Sub(clampedForce, appliedForce);
c.appliedForce = clampedForce;
if (residualReportingEnabled)
{
SolverConstraint1DDynamic4WithResidual& cc = static_cast<SolverConstraint1DDynamic4WithResidual&>(c);
const Vec4V residual = Dy::calculateResidualV4(deltaF, c.velMultiplier);
if (cache.isPositionIteration)
cc.residualPosIter = residual;
else
cc.residualVelIter = residual;
}
const Vec4V deltaFInvMass0 = V4Mul(deltaF, invMass0D0);
const Vec4V deltaFInvMass1 = V4Mul(deltaF, invMass1D1);
const Vec4V angDeltaFInvMass0 = V4Mul(deltaF, angD0);
const Vec4V angDeltaFInvMass1 = V4Mul(deltaF, angD1);
linVel0T0 = V4MulAdd(c.lin0X, deltaFInvMass0, linVel0T0);
linVel1T0 = V4NegMulSub(c.lin1X, deltaFInvMass1, linVel1T0);
angState0T0 = V4MulAdd(c.ang0X, angDeltaFInvMass0, angState0T0);
angState1T0 = V4NegMulSub(c.ang1X, angDeltaFInvMass1, angState1T0);
linVel0T1 = V4MulAdd(c.lin0Y, deltaFInvMass0, linVel0T1);
linVel1T1 = V4NegMulSub(c.lin1Y, deltaFInvMass1, linVel1T1);
angState0T1 = V4MulAdd(c.ang0Y, angDeltaFInvMass0, angState0T1);
angState1T1 = V4NegMulSub(c.ang1Y, angDeltaFInvMass1, angState1T1);
linVel0T2 = V4MulAdd(c.lin0Z, deltaFInvMass0, linVel0T2);
linVel1T2 = V4NegMulSub(c.lin1Z, deltaFInvMass1, linVel1T2);
angState0T2 = V4MulAdd(c.ang0Z, angDeltaFInvMass0, angState0T2);
angState1T2 = V4NegMulSub(c.ang1Z, angDeltaFInvMass1, angState1T2);
}
PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
PX_TRANSPOSE_44(linVel1T0, linVel1T1, linVel1T2, linVel1T3, linVel01, linVel11, linVel21, linVel31);
PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
PX_TRANSPOSE_44(angState1T0, angState1T1, angState1T2, angState1T3, angState01, angState11, angState21, angState31);
// Write back
V4StoreA(linVel00, &b00.linearVelocity.x);
V4StoreA(linVel10, &b10.linearVelocity.x);
V4StoreA(linVel20, &b20.linearVelocity.x);
V4StoreA(linVel30, &b30.linearVelocity.x);
V4StoreA(linVel01, &b01.linearVelocity.x);
V4StoreA(linVel11, &b11.linearVelocity.x);
V4StoreA(linVel21, &b21.linearVelocity.x);
V4StoreA(linVel31, &b31.linearVelocity.x);
V4StoreA(angState00, &b00.angularState.x);
V4StoreA(angState10, &b10.angularState.x);
V4StoreA(angState20, &b20.angularState.x);
V4StoreA(angState30, &b30.angularState.x);
V4StoreA(angState01, &b01.angularState.x);
V4StoreA(angState11, &b11.angularState.x);
V4StoreA(angState21, &b21.angularState.x);
V4StoreA(angState31, &b31.angularState.x);
}
static void conclude1D4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, bool residualAccumulationEnabled)
{
SolverConstraint1DHeader4* header = reinterpret_cast<SolverConstraint1DHeader4*>(desc[0].constraint);
PxU8* base = desc[0].constraint + sizeof(SolverConstraint1DHeader4);
PxU32 stride;
if (residualAccumulationEnabled)
stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4WithResidual) : sizeof(SolverConstraint1DBase4WithResidual);
else
stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4) : sizeof(SolverConstraint1DBase4);
const PxU32 count = header->count;
for(PxU32 i=0; i<count; i++)
{
SolverConstraint1DBase4& c = *reinterpret_cast<SolverConstraint1DBase4*>(base);
c.constant = c.unbiasedConstant;
base += stride;
}
PX_ASSERT(desc[0].constraint + getConstraintLength(desc[0]) == base);
}
static void writeBack1D4(const PxSolverConstraintDesc* PX_RESTRICT desc, bool residualAccumulationEnabled)
{
ConstraintWriteback* writeback0 = reinterpret_cast<ConstraintWriteback*>(desc[0].writeBack);
ConstraintWriteback* writeback1 = reinterpret_cast<ConstraintWriteback*>(desc[1].writeBack);
ConstraintWriteback* writeback2 = reinterpret_cast<ConstraintWriteback*>(desc[2].writeBack);
ConstraintWriteback* writeback3 = reinterpret_cast<ConstraintWriteback*>(desc[3].writeBack);
if(writeback0 || writeback1 || writeback2 || writeback3)
{
SolverConstraint1DHeader4* header = reinterpret_cast<SolverConstraint1DHeader4*>(desc[0].constraint);
PxU8* base = desc[0].constraint + sizeof(SolverConstraint1DHeader4);
PxU32 stride;
if (residualAccumulationEnabled)
stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4WithResidual) : sizeof(SolverConstraint1DBase4WithResidual);
else
stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4) : sizeof(SolverConstraint1DBase4);
const Vec4V zero = V4Zero();
Vec4V linX(zero), linY(zero), linZ(zero);
Vec4V angX(zero), angY(zero), angZ(zero);
Vec4V residual(zero);
Vec4V residualPosIter(zero);
const PxU32 count = header->count;
for(PxU32 i=0; i<count; i++)
{
const SolverConstraint1DBase4* c = reinterpret_cast<SolverConstraint1DBase4*>(base);
//Load in flags
const VecI32V flags = I4LoadU(reinterpret_cast<const PxI32*>(&c->flags[0]));
//Work out masks
const VecI32V mask = I4Load(DY_SC_FLAG_OUTPUT_FORCE);
const VecI32V masked = VecI32V_And(flags, mask);
const BoolV isEq = VecI32V_IsEq(masked, mask);
const Vec4V appliedForce = V4Sel(isEq, c->appliedForce, zero);
if (residualAccumulationEnabled)
{
if (header->type == DY_SC_TYPE_BLOCK_1D)
{
const SolverConstraint1DDynamic4WithResidual* cc = static_cast<const SolverConstraint1DDynamic4WithResidual*>(c);
residual = V4MulAdd(cc->residualVelIter, cc->residualVelIter, residual);
residualPosIter = V4MulAdd(cc->residualPosIter, cc->residualPosIter, residualPosIter);
}
else
{
const SolverConstraint1DBase4WithResidual* cc = static_cast<const SolverConstraint1DBase4WithResidual*>(c);
residual = V4MulAdd(cc->residualVelIter, cc->residualVelIter, residual);
residualPosIter = V4MulAdd(cc->residualPosIter, cc->residualPosIter, residualPosIter);
}
}
linX = V4MulAdd(c->lin0X, appliedForce, linX);
linY = V4MulAdd(c->lin0Y, appliedForce, linY);
linZ = V4MulAdd(c->lin0Z, appliedForce, linZ);
angX = V4MulAdd(c->ang0WritebackX, appliedForce, angX);
angY = V4MulAdd(c->ang0WritebackY, appliedForce, angY);
angZ = V4MulAdd(c->ang0WritebackZ, appliedForce, angZ);
base += stride;
}
//We need to do the cross product now
angX = V4Sub(angX, V4NegMulSub(header->body0WorkOffsetZ, linY, V4Mul(header->body0WorkOffsetY, linZ)));
angY = V4Sub(angY, V4NegMulSub(header->body0WorkOffsetX, linZ, V4Mul(header->body0WorkOffsetZ, linX)));
angZ = V4Sub(angZ, V4NegMulSub(header->body0WorkOffsetY, linX, V4Mul(header->body0WorkOffsetX, linY)));
const Vec4V linLenSq = V4MulAdd(linZ, linZ, V4MulAdd(linY, linY, V4Mul(linX, linX)));
const Vec4V angLenSq = V4MulAdd(angZ, angZ, V4MulAdd(angY, angY, V4Mul(angX, angX)));
const Vec4V linLen = V4Sqrt(linLenSq);
const Vec4V angLen = V4Sqrt(angLenSq);
const BoolV broken = BOr(V4IsGrtr(linLen, header->linBreakImpulse), V4IsGrtr(angLen, header->angBreakImpulse));
PX_ALIGN(16, PxU32 iBroken[4]);
BStoreA(broken, iBroken);
PX_ALIGN(16, PxReal residual4[4]);
V4StoreA(residual, residual4);
PX_ALIGN(16, PxReal residual4PosIter[4]);
V4StoreA(residualPosIter, residual4PosIter);
Vec4V lin0, lin1, lin2, lin3;
Vec4V ang0, ang1, ang2, ang3;
PX_TRANSPOSE_34_44(linX, linY, linZ, lin0, lin1, lin2, lin3);
PX_TRANSPOSE_34_44(angX, angY, angZ, ang0, ang1, ang2, ang3);
if(writeback0)
{
V3StoreU(Vec3V_From_Vec4V_WUndefined(lin0), writeback0->linearImpulse);
V3StoreU(Vec3V_From_Vec4V_WUndefined(ang0), writeback0->angularImpulse);
writeback0->setCombined(header->break0 ? PxU32(iBroken[0] != 0) : 0, residual4PosIter[0]);
writeback0->residual = residual4[0];
}
if(writeback1)
{
V3StoreU(Vec3V_From_Vec4V_WUndefined(lin1), writeback1->linearImpulse);
V3StoreU(Vec3V_From_Vec4V_WUndefined(ang1), writeback1->angularImpulse);
writeback1->setCombined(header->break1 ? PxU32(iBroken[1] != 0) : 0, residual4PosIter[1]);
writeback1->residual = residual4[1];
}
if(writeback2)
{
V3StoreU(Vec3V_From_Vec4V_WUndefined(lin2), writeback2->linearImpulse);
V3StoreU(Vec3V_From_Vec4V_WUndefined(ang2), writeback2->angularImpulse);
writeback2->setCombined(header->break2 ? PxU32(iBroken[2] != 0) : 0, residual4PosIter[2]);
writeback2->residual = residual4[2];
}
if(writeback3)
{
V3StoreU(Vec3V_From_Vec4V_WUndefined(lin3), writeback3->linearImpulse);
V3StoreU(Vec3V_From_Vec4V_WUndefined(ang3), writeback3->angularImpulse);
writeback3->setCombined(header->break3 ? PxU32(iBroken[3] != 0) : 0, residual4PosIter[3]);
writeback3->residual = residual4[3];
}
PX_ASSERT(desc[0].constraint + getConstraintLength(desc[0]) == base);
}
}
void solveContactPreBlock(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_Block(desc, cache);
}
void solveContactPreBlock_Static(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_StaticBlock(desc, cache);
}
void solveContactPreBlock_Conclude(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_Block(desc, cache);
concludeContact4_Block(desc, sizeof(SolverContactBatchPointDynamic4), sizeof(SolverContactFrictionDynamic4));
}
void solveContactPreBlock_ConcludeStatic(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_StaticBlock(desc, cache);
concludeContact4_Block(desc, sizeof(SolverContactBatchPointBase4), sizeof(SolverContactFrictionBase4));
}
void solveContactPreBlock_WriteBack(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_Block(desc, cache);
const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
&cache.solverBodyArray[desc[1].bodyADataIndex],
&cache.solverBodyArray[desc[2].bodyADataIndex],
&cache.solverBodyArray[desc[3].bodyADataIndex]};
const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
&cache.solverBodyArray[desc[1].bodyBDataIndex],
&cache.solverBodyArray[desc[2].bodyBDataIndex],
&cache.solverBodyArray[desc[3].bodyBDataIndex]};
writeBackContact4_Block(desc, cache, bd0, bd1);
if(cache.mThresholdStreamIndex > (cache.mThresholdStreamLength - 4))
{
//Write back to global buffer
PxI32 threshIndex = physx::PxAtomicAdd(cache.mSharedOutThresholdPairs, PxI32(cache.mThresholdStreamIndex)) - PxI32(cache.mThresholdStreamIndex);
for(PxU32 a = 0; a < cache.mThresholdStreamIndex; ++a)
{
cache.mSharedThresholdStream[a + threshIndex] = cache.mThresholdStream[a];
}
cache.mThresholdStreamIndex = 0;
}
}
void solveContactPreBlock_WriteBackStatic(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
solveContact4_StaticBlock(desc, cache);
const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
&cache.solverBodyArray[desc[1].bodyADataIndex],
&cache.solverBodyArray[desc[2].bodyADataIndex],
&cache.solverBodyArray[desc[3].bodyADataIndex]};
const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
&cache.solverBodyArray[desc[1].bodyBDataIndex],
&cache.solverBodyArray[desc[2].bodyBDataIndex],
&cache.solverBodyArray[desc[3].bodyBDataIndex]};
writeBackContact4_Block(desc, cache, bd0, bd1);
if(cache.mThresholdStreamIndex > (cache.mThresholdStreamLength - 4))
{
//Write back to global buffer
PxI32 threshIndex = physx::PxAtomicAdd(cache.mSharedOutThresholdPairs, PxI32(cache.mThresholdStreamIndex)) - PxI32(cache.mThresholdStreamIndex);
for(PxU32 a = 0; a < cache.mThresholdStreamIndex; ++a)
{
cache.mSharedThresholdStream[a + threshIndex] = cache.mThresholdStream[a];
}
cache.mThresholdStreamIndex = 0;
}
}
void solve1D4_Block(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
PX_UNUSED(cache);
solve1D4_Block(desc, cache);
}
void solve1D4Block_Conclude(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
PX_UNUSED(cache);
solve1D4_Block(desc, cache);
bool residualAccumulationEnabled = cache.contactErrorAccumulator != NULL;
conclude1D4_Block(desc, residualAccumulationEnabled);
}
void solve1D4Block_WriteBack(DY_PGS_SOLVE_METHOD_PARAMS)
{
PX_UNUSED(constraintCount);
PX_UNUSED(cache);
solve1D4_Block(desc, cache);
bool residualAccumulationEnabled = cache.contactErrorAccumulator != NULL;
writeBack1D4(desc, residualAccumulationEnabled);
}
void writeBack1D4Block(const PxSolverConstraintDesc* PX_RESTRICT desc, bool residualAccumulationEnabled)
{
writeBack1D4(desc, residualAccumulationEnabled);
}
}
}