238 lines
9.1 KiB
C++
238 lines
9.1 KiB
C++
// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PXG_CONSTRAINT_BLOCK_H
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#define PXG_CONSTRAINT_BLOCK_H
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#include "PxvConfig.h"
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "PxgSolverBody.h"
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namespace physx
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{
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#if PX_VC
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#pragma warning(push)
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#pragma warning(disable : 4324)
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#endif
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struct PxgBlockSolverContactHeader
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{
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PX_ALIGN(128, float4 invMass0_1_angDom0_1[32]); //512 512
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PX_ALIGN(128, float4 normal_staticFriction[32]); //1024 512
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PX_ALIGN(128, PxReal accumNormalForce[32]);
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//Only used by articulation constraints. Forces the minimum normal force for friction.
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//Without this, articulations can drift due to no normal force when multi-link systems contact with surfaces.
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PX_ALIGN(128, PxReal minNormalForce[32]);
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PX_ALIGN(128, PxU32 flags[32]); //1152 128
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PX_ALIGN(128, PxU32 numNormalConstr[32]); //1280 128
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PX_ALIGN(128, PxU32 forceWritebackOffset[32]); //1408 128
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// recipResponse, velMultipler, biasCoefficient, etc. are computed every sub-timestep (or iteration).
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// To compute them every sub-timestep (or iteration), restitution and cfm are additionally stored.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, PxReal restitution[32]);
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PX_ALIGN(128, PxReal cfm[32]);
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};
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struct PxgBlockSolverFrictionHeader
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{
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PX_ALIGN(128, float4 frictionNormals[2][32]); //1024 1024
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PX_ALIGN(128, PxU32 numFrictionConstr[32]); //1152 128
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PX_ALIGN(128, PxReal dynamicFriction[32]); //1280 128
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PX_ALIGN(128, PxU32 broken[32]); //1408 128
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};
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//PX_COMPILE_TIME_ASSERT(sizeof(PxgBlockSolverContactHeader) == 1280);
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/**
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\brief A single rigid body contact point for the solver.
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*/
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struct PxgBlockSolverContactPoint
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{
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration).
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// To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, float4 raXn_targetVelocity[32]);
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PX_ALIGN(128, float4 rbXn_maxImpulse[32]);
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PX_ALIGN(128, PxReal appliedForce[32]);
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PX_ALIGN(128, PxReal resp0[32]);
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PX_ALIGN(128, PxReal resp1[32]);
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// Two coefficients used in "queryReducedCompliantContactCoefficients" and "computeCompliantContactCoefficients"
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PX_ALIGN(128, PxReal coeff0[32]);
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PX_ALIGN(128, PxReal coeff1[32]);
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};
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struct PxgArticulationBlockResponse
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{
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PX_ALIGN(128, float deltaRALin_x[32]);
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PX_ALIGN(128, float deltaRALin_y[32]);
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PX_ALIGN(128, float deltaRALin_z[32]);
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PX_ALIGN(128, float deltaRAAng_x[32]);
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PX_ALIGN(128, float deltaRAAng_y[32]);
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PX_ALIGN(128, float deltaRAAng_z[32]);
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PX_ALIGN(128, float deltaRBLin_x[32]);
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PX_ALIGN(128, float deltaRBLin_y[32]);
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PX_ALIGN(128, float deltaRBLin_z[32]);
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PX_ALIGN(128, float deltaRBAng_x[32]);
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PX_ALIGN(128, float deltaRBAng_y[32]);
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PX_ALIGN(128, float deltaRBAng_z[32]);
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};
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/**
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\brief A single friction constraint for the solver.
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*/
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struct PxgBlockSolverContactFriction
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{
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration).
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// To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, float4 raXn_bias[32]);
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PX_ALIGN(128, float4 rbXn_targetVelW[32]);
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PX_ALIGN(128, PxReal appliedForce[32]);
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PX_ALIGN(128, PxReal resp0[32]);
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PX_ALIGN(128, PxReal resp1[32]);
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};
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struct PxgTGSBlockSolverContactHeader
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{
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PX_ALIGN(128, float4 invMass0_1_angDom0_1[32]); //512 512
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PX_ALIGN(128, float4 normal_staticFriction[32]); //1024 512
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//Only used by articulation constraints. Forces the minimum normal force for friction.
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//Without this, articulations can drift due to no normal force when multi-link systems contact with surfaces.
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PX_ALIGN(128, PxReal minNormalForce[32]);
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PX_ALIGN(128, PxF32 maxPenBias[32]); //1152 128
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PX_ALIGN(128, PxU32 flags[32]); //1408 128
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PX_ALIGN(128, PxU32 numNormalConstr[32]); //1536 128
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PX_ALIGN(128, PxU32 forceWritebackOffset[32]); //1664 128
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// recipResponse, velMultipler, biasCoefficient, etc. are computed every sub-timestep (or iteration).
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// To compute them every sub-timestep (or iteration), restitution, cfm, and p8 are additionally stored.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, PxReal restitutionXdt[32]);
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PX_ALIGN(128, PxReal cfm[32]);
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PX_ALIGN(128, PxReal p8[32]);
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};
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struct PxgTGSBlockSolverFrictionHeader
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{
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PX_ALIGN(128, float4 frictionNormals[2][32]); //1024 1024
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PX_ALIGN(128, PxU32 numFrictionConstr[32]); //1152 128
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PX_ALIGN(128, PxReal dynamicFriction[32]); //1280 128
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PX_ALIGN(128, PxU32 broken[32]); //1408 128
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PX_ALIGN(128, PxReal biasCoefficient[32]);
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PX_ALIGN(128, PxReal torsionalFrictionScale[32]);
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};
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//PX_COMPILE_TIME_ASSERT(sizeof(PxgBlockSolverContactHeader) == 1280);
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/**
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\brief A single rigid body contact point for the solver.
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*/
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struct PxgTGSBlockSolverContactPoint
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{
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration).
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// To compute them at every sub-timestep (or iteration), resp0, resp1, and other relevant data are stored additionally.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, float4 raXn_extraCoeff[32]); // For contact constraints, extraCoeff is the compliant contact coefficient "a"
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// used in "computeCompliantContactCoefficientsTGS".
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PX_ALIGN(128, float4 rbXn_targetVelW[32]);
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PX_ALIGN(128, PxReal separation[32]);
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PX_ALIGN(128, PxReal maxImpulse[32]);
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PX_ALIGN(128, PxReal appliedForce[32]);
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PX_ALIGN(128, PxReal biasCoefficient[32]);
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PX_ALIGN(128, PxReal resp0[32]);
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PX_ALIGN(128, PxReal resp1[32]);
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};
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/**
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\brief A single friction constraint for the solver.
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*/
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struct PxgTGSBlockSolverContactFriction
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{
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// To use different mass for mass-splitting every sub-timestep (or iteration),
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// unitResponse, recipResponse, velMultiplier, etc. are computed every sub-timestep (or iteration).
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// To compute them every sub-timestep (or iteration), resp0 and resp1 are stored separately.
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// This does not change the previous impulse formulation, but a different mass is used due to mass-splitting.
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PX_ALIGN(128, float4 raXn_error[32]);
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PX_ALIGN(128, float4 rbXn_targetVelW[32]);
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PX_ALIGN(128, PxReal appliedForce[32]);
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PX_ALIGN(128, PxReal resp0[32]);
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PX_ALIGN(128, PxReal resp1[32]);
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};
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struct PxgContactBlockParams
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{
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PxgBlockSolverContactHeader* blockContactHeader;
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PxgBlockSolverFrictionHeader* blockFrictionHeader;
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PxgBlockSolverContactPoint* blockContactPoints;
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PxgBlockSolverContactFriction* blockFrictions;
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};
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struct PxgTGSContactBlockParams
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{
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PxgTGSBlockSolverContactHeader* blockContactHeader;
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PxgTGSBlockSolverFrictionHeader* blockFrictionHeader;
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PxgTGSBlockSolverContactPoint* blockContactPoints;
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PxgTGSBlockSolverContactFriction* blockFrictions;
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};
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#if PX_VC
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#pragma warning(pop)
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#endif
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}
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#endif
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