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XCEngine/engine/third_party/physx/source/gpusolver/include/PxgConstraintPrep.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
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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
// 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 PXG_CONSTRAINT_PREP_H
#define PXG_CONSTRAINT_PREP_H
#include "PxConstraintDesc.h"
#include "PxgSolverConstraintDesc.h"
#include "PxgD6JointData.h"
#include "AlignedTransform.h"
#include "PxcNpWorkUnit.h"
namespace physx
{
typedef PxcNpWorkUnitFlag PxgNpWorkUnitFlag;
struct PxgSolverBody;
struct PxgSolverBodyData;
struct PxgSolverConstraintDesc;
//This structure can update everyframe
struct PxgConstraintPrePrep
{
public:
PxNodeIndex mNodeIndexA; //8 8
PxNodeIndex mNodeIndexB; //16 8
PxU32 mFlags; //20 4
float mLinBreakForce; //24 4
float mAngBreakForce; //28 4
};
struct PxgConstraintData
{
PxgConstraintInvMassScale mInvMassScale; //16
float4 mRaWorld_linBreakForceW; //16
float4 mRbWorld_angBreakForceW; //16
uint4 mNumRows_Flags_StartIndex; //16
};
struct PxgBlockConstraint1DData
{
PX_ALIGN(256, PxgConstraintInvMassScale mInvMassScale[32]); //512 512
PX_ALIGN(256, float4 mRAWorld_linBreakForce[32]); //1024 512
PX_ALIGN(256, float4 mRBWorld_AngBreakForce[32]); //1152 128
PX_ALIGN(128, PxU32 mNumRows[32]); //1284 128
PX_ALIGN(128, PxU32 mFlags[32]); //1412 128
};
struct PxgConstraint1DData
{
PxgConstraintInvMassScale mInvMassScale; //16 16
float4 mBody0WorldOffset_linBreakForce; //16 32
float mAngBreakForce; //4 36
PxU32 mNumRows; //4 40
PxU32 mFlags; //4 44
PxU32 mPadding; //4 48
};
struct /*__device_builtin__*/ __builtin_align__(16) PxgMaterialContactData
{
PxReal restDistance; //4 4
PxReal staticFriction; //8 4
PxReal dynamicFriction; //12 4
PxU8 mNumContacts; //13 1
PxU8 mSolverFlags; //14 1
PxU8 prevFrictionPatchCount; //15 1
PxU8 pad; //16 1
};
struct PxgBlockContactData
{
PX_ALIGN(128, PxgConstraintInvMassScale mInvMassScale[32]); //512 512
PX_ALIGN(128, float4 normal_restitutionW[32]); //1024 512
PX_ALIGN(128, PxgMaterialContactData contactData[32]); //1536 512
PX_ALIGN(128, PxReal damping[32]); //1664 128
};
//This is for articulation contact
struct PxgContactData
{
PxgConstraintInvMassScale mInvMassScale;
float4 normal_restitutionW;
PxgMaterialContactData contactData;
};
struct PxgBlockContactPoint
{
PX_ALIGN(256, float4 point_separationW[32]);
PX_ALIGN(256, float4 targetVel_maxImpulseW[32]);
};
struct PxgContactPoint
{
float4 point_separationW;
float4 targetVel_maxImpulseW;
};
}
#endif