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XCEngine/engine/third_party/physx/source/lowleveldynamics/src/DyContactPrep.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 "foundation/PxVecMath.h"
#include "DyThreadContext.h"
#include "PxcNpContactPrepShared.h"
#include "DyConstraintPrep.h"
#include "DyAllocator.h"
using namespace physx;
#include "DyContactPrepShared.h"
#include "DySolverConstraint1DStep.h"
using namespace aos;
namespace physx
{
namespace Dy
{
static void setupFinalizeSolverConstraints(
const PxSolverContactDesc& contactDesc,
const CorrelationBuffer& c,
PxU8* workspace,
const PxSolverBodyData& data0,
const PxSolverBodyData& data1,
PxReal invDtF32, PxReal dtF32, PxReal bounceThresholdF32,
bool hasForceThreshold, bool staticOrKinematicBody,
PxU8* frictionDataPtr
)
{
// NOTE II: the friction patches are sparse (some of them have no contact patches, and
// therefore did not get written back to the cache) but the patch addresses are dense,
// corresponding to valid patches
const Vec3V solverOffsetSlop = V3Load(contactDesc.offsetSlop);
const FloatV ccdMaxSeparation = FLoad(contactDesc.maxCCDSeparation);
const PxU8 flags = PxU8(hasForceThreshold ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0);
const PxU8 type = PxTo8(staticOrKinematicBody ? DY_SC_TYPE_STATIC_CONTACT : DY_SC_TYPE_RB_CONTACT);
const FloatV zero = FZero();
const FloatV d0 = FLoad(contactDesc.invMassScales.linear0);
const FloatV d1 = FLoad(contactDesc.invMassScales.linear1);
const FloatV angD0 = FLoad(contactDesc.invMassScales.angular0);
const FloatV angD1 = FLoad(contactDesc.invMassScales.angular1);
const FloatV nDom1fV = FNeg(d1);
const FloatV invMass0 = FLoad(data0.invMass);
const FloatV invMass1 = FLoad(data1.invMass);
const FloatV invMass0_dom0fV = FMul(d0, invMass0);
const FloatV invMass1_dom1fV = FMul(nDom1fV, invMass1);
Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4Zero();
staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, invMass0_dom0fV);
staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4SetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, invMass1_dom1fV);
const FloatV restDistance = FLoad(contactDesc.restDistance);
const FloatV maxPenBias = FMax(FLoad(data0.penBiasClamp), FLoad(data1.penBiasClamp));
const QuatV bodyFrame0q = QuatVLoadU(&contactDesc.bodyFrame0.q.x);
const Vec3V bodyFrame0p = V3LoadU_SafeReadW(contactDesc.bodyFrame0.p); // PT: see compile-time-assert in PxSolverConstraintPrepDescBase
const QuatV bodyFrame1q = QuatVLoadU(&contactDesc.bodyFrame1.q.x);
const Vec3V bodyFrame1p = V3LoadU_SafeReadW(contactDesc.bodyFrame1.p); // PT: see compile-time-assert in PxSolverConstraintPrepDescBase
PxU32 frictionPatchWritebackAddrIndex = 0;
PxPrefetchLine(c.contactID);
PxPrefetchLine(c.contactID, 128);
const Vec3V linVel0 = V3LoadU_SafeReadW(data0.linearVelocity); // PT: safe because 'invMass' follows 'linearVelocity' in PxSolverBodyData
const Vec3V linVel1 = V3LoadU_SafeReadW(data1.linearVelocity); // PT: safe because 'invMass' follows 'linearVelocity' in PxSolverBodyData
const Vec3V angVel0 = V3LoadU_SafeReadW(data0.angularVelocity); // PT: safe because 'reportThreshold' follows 'angularVelocity' in PxSolverBodyData
const Vec3V angVel1 = V3LoadU_SafeReadW(data1.angularVelocity); // PT: safe because 'reportThreshold' follows 'angularVelocity' in PxSolverBodyData
PX_ALIGN(16, const Mat33V invSqrtInertia0)
(
V3LoadU_SafeReadW(data0.sqrtInvInertia.column0), // PT: safe because 'column1' follows 'column0' in PxMat33
V3LoadU_SafeReadW(data0.sqrtInvInertia.column1), // PT: safe because 'column2' follows 'column1' in PxMat33
V3LoadU_SafeReadW(data0.sqrtInvInertia.column2) // PT: safe because sqrtInvInertia is not the last member of PxSolverBodyData, see compile-time-assert in PxSolverBodyData
);
PX_ALIGN(16, const Mat33V invSqrtInertia1)
(
V3LoadU_SafeReadW(data1.sqrtInvInertia.column0), // PT: safe because 'column1' follows 'column0' in PxMat33
V3LoadU_SafeReadW(data1.sqrtInvInertia.column1), // PT: safe because 'column2' follows 'column1' in PxMat33
V3LoadU_SafeReadW(data1.sqrtInvInertia.column2) // PT: safe because sqrtInvInertia is not the last member of PxSolverBodyData, see compile-time-assert in PxSolverBodyData
);
const FloatV invDt = FLoad(invDtF32);
const FloatV p8 = FLoad(0.8f);
const FloatV bounceThreshold = FLoad(bounceThresholdF32);
const FloatV invDtp8 = FMul(invDt, p8);
const FloatV dt = FLoad(dtF32);
const PxContactPoint* PX_RESTRICT buffer = contactDesc.contacts;
PxU8* PX_RESTRICT ptr = workspace;
for(PxU32 i=0;i<c.frictionPatchCount;i++)
{
const PxU32 contactCount = c.frictionPatchContactCounts[i];
if(contactCount == 0)
continue;
const FrictionPatch& frictionPatch = c.frictionPatches[i];
PX_ASSERT(frictionPatch.anchorCount <= 2);
const PxU32 firstPatch = c.correlationListHeads[i];
const PxContactPoint* contactBase0 = buffer + c.contactPatches[firstPatch].start;
SolverContactHeader* PX_RESTRICT header = reinterpret_cast<SolverContactHeader*>(ptr);
ptr += sizeof(SolverContactHeader);
PxPrefetchLine(ptr, 128);
PxPrefetchLine(ptr, 256);
header->shapeInteraction = getInteraction(contactDesc);
header->flags = flags;
FStore(invMass0_dom0fV, &header->invMass0);
FStore(FNeg(invMass1_dom1fV), &header->invMass1);
const FloatV restitution = FLoad(contactBase0->restitution);
const BoolV accelerationSpring = BLoad(!!(contactBase0->materialFlags & PxMaterialFlag::eCOMPLIANT_ACCELERATION_SPRING));
const FloatV damping = FLoad(contactBase0->damping);
const PxU32 pointStride = sizeof(SolverContactPoint);
const PxU32 frictionStride = sizeof(SolverContactFriction);
const Vec3V normal = V3LoadA(buffer[c.contactPatches[c.correlationListHeads[i]].start].normal);
const FloatV normalLenSq = V3LengthSq(normal);
const VecCrossV norCross = V3PrepareCross(normal);
const FloatV norVel = V3SumElems(V3NegMulSub(normal, linVel1, V3Mul(normal, linVel0)));
const FloatV invMassNorLenSq0 = FMul(invMass0_dom0fV, normalLenSq);
const FloatV invMassNorLenSq1 = FMul(invMass1_dom1fV, normalLenSq);
header->normal_minAppliedImpulseForFrictionW = Vec4V_From_Vec3V(normal);
for(PxU32 patch=c.correlationListHeads[i];
patch!=CorrelationBuffer::LIST_END;
patch = c.contactPatches[patch].next)
{
const PxU32 count = c.contactPatches[patch].count;
const PxContactPoint* contactBase = buffer + c.contactPatches[patch].start;
PxU8* p = ptr;
for(PxU32 j=0;j<count;j++)
{
PxPrefetchLine(p, 256);
const PxContactPoint& contact = contactBase[j];
SolverContactPoint* PX_RESTRICT solverContact = reinterpret_cast<SolverContactPoint*>(p);
p += pointStride;
constructContactConstraint(invSqrtInertia0, invSqrtInertia1, invMassNorLenSq0,
invMassNorLenSq1, angD0, angD1, bodyFrame0p, bodyFrame1p,
normal, norVel, norCross, angVel0, angVel1,
invDt, invDtp8, dt, restDistance, maxPenBias, restitution,
bounceThreshold, contact, *solverContact,
ccdMaxSeparation, solverOffsetSlop, damping, accelerationSpring);
}
ptr = p;
}
PxF32* forceBuffers = reinterpret_cast<PxF32*>(ptr);
PxMemZero(forceBuffers, sizeof(PxF32) * contactCount);
ptr += ((contactCount + 3) & (~3)) * sizeof(PxF32); // jump to next 16-byte boundary
const PxReal frictionCoefficient = (frictionPatch.anchorCount == 2) ? 0.5f : 1.f;
const PxReal staticFriction = contactBase0->staticFriction * frictionCoefficient;
const PxReal dynamicFriction = contactBase0->dynamicFriction* frictionCoefficient;
const bool disableStrongFriction = !!(contactBase0->materialFlags & PxMaterialFlag::eDISABLE_FRICTION);
staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(staticFriction));
staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(dynamicFriction));
const bool haveFriction = (disableStrongFriction == 0 && frictionPatch.anchorCount != 0);//PX_IR(n.staticFriction) > 0 || PX_IR(n.dynamicFriction) > 0;
header->numNormalConstr = PxTo8(contactCount);
header->numFrictionConstr = PxTo8(haveFriction ? frictionPatch.anchorCount*2 : 0);
header->type = type;
header->staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W;
FStore(angD0, &header->angDom0);
FStore(angD1, &header->angDom1);
header->broken = 0;
if(haveFriction)
{
const Vec3V linVrel = V3Sub(linVel0, linVel1);
//const Vec3V normal = Vec3V_From_PxVec3_Aligned(buffer.contacts[c.contactPatches[c.correlationListHeads[i]].start].normal);
const FloatV orthoThreshold = FLoad(0.70710678f);
const FloatV p1 = FLoad(0.0001f);
// fallback: normal.cross((1,0,0)) or normal.cross((0,0,1))
const FloatV normalX = V3GetX(normal);
const FloatV normalY = V3GetY(normal);
const FloatV normalZ = V3GetZ(normal);
const Vec3V t0Fallback1 = V3Merge(zero, FNeg(normalZ), normalY);
const Vec3V t0Fallback2 = V3Merge(FNeg(normalY), normalX, zero);
const Vec3V t0Fallback = V3Sel(FIsGrtr(orthoThreshold, FAbs(normalX)), t0Fallback1, t0Fallback2);
Vec3V t0 = V3Sub(linVrel, V3Scale(normal, V3Dot(normal, linVrel)));
t0 = V3Sel(FIsGrtr(V3LengthSq(t0), p1), t0, t0Fallback);
t0 = V3Normalize(t0);
const VecCrossV t0Cross = V3PrepareCross(t0);
const Vec3V t1 = V3Cross(norCross, t0Cross);
const VecCrossV t1Cross = V3PrepareCross(t1);
// since we don't even have the body velocities we can't compute the tangent dirs, so
// the only thing we can do right now is to write the geometric information (which is the
// same for both axis constraints of an anchor) We put ra in the raXn field, rb in the rbXn
// field, and the error in the normal field. See corresponding comments in
// completeContactFriction()
//We want to set the writeBack ptr to point to the broken flag of the friction patch.
//On spu we have a slight problem here because the friction patch array is
//in local store rather than in main memory. The good news is that the address of the friction
//patch array in main memory is stored in the work unit. These two addresses will be equal
//except on spu where one is local store memory and the other is the effective address in main memory.
//Using the value stored in the work unit guarantees that the main memory address is used on all platforms.
PxU8* PX_RESTRICT writeback = frictionDataPtr + frictionPatchWritebackAddrIndex*sizeof(FrictionPatch);
header->frictionBrokenWritebackByte = writeback;
const Vec3V v3Zero = V3Zero();
for(PxU32 j = 0; j < frictionPatch.anchorCount; j++)
{
PxPrefetchLine(ptr, 256);
PxPrefetchLine(ptr, 384);
SolverContactFriction* PX_RESTRICT f0 = reinterpret_cast<SolverContactFriction*>(ptr);
ptr += frictionStride;
SolverContactFriction* PX_RESTRICT f1 = reinterpret_cast<SolverContactFriction*>(ptr);
ptr += frictionStride;
const Vec3V body0Anchor = V3LoadU_SafeReadW(frictionPatch.body0Anchors[j]); // PT: see compile-time-assert in FrictionPatch
const Vec3V body1Anchor = V3LoadU_SafeReadW(frictionPatch.body1Anchors[j]); // PT: see compile-time-assert in FrictionPatch
const Vec3V ra = QuatRotate(bodyFrame0q, body0Anchor);
const Vec3V rb = QuatRotate(bodyFrame1q, body1Anchor);
/*ra = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(ra)), v3Zero, ra);
rb = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(rb)), v3Zero, rb);*/
PxU32 index = c.contactID[i][j];
Vec3V error = V3Sub(V3Add(ra, bodyFrame0p), V3Add(rb, bodyFrame1p));
error = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(error)), v3Zero, error);
index = index == 0xFFFF ? c.contactPatches[c.correlationListHeads[i]].start : index;
const Vec3V tvel = V3LoadA(buffer[index].targetVel);
{
Vec3V raXn = V3Cross(ra, t0Cross);
Vec3V rbXn = V3Cross(rb, t0Cross);
raXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(raXn)), V3Zero(), raXn);
rbXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(rbXn)), V3Zero(), rbXn);
const Vec3V raXnSqrtInertia = M33MulV3(invSqrtInertia0, raXn);
const Vec3V rbXnSqrtInertia = M33MulV3(invSqrtInertia1, rbXn);
const FloatV resp0 = FAdd(invMass0_dom0fV, FMul(angD0, V3Dot(raXnSqrtInertia, raXnSqrtInertia)));
const FloatV resp1 = FSub(FMul(angD1, V3Dot(rbXnSqrtInertia, rbXnSqrtInertia)), invMass1_dom1fV);
const FloatV resp = FAdd(resp0, resp1);
const FloatV velMultiplier = FSel(FIsGrtr(resp, zero), FDiv(p8, resp), zero);
FloatV targetVel = V3Dot(tvel, t0);
const FloatV vrel1 = FAdd(V3Dot(t0, linVel0), V3Dot(raXn, angVel0));
const FloatV vrel2 = FAdd(V3Dot(t0, linVel1), V3Dot(rbXn, angVel1));
const FloatV vrel = FSub(vrel1, vrel2);
targetVel = FSub(targetVel, vrel);
f0->normalXYZ_appliedForceW = V4ClearW(Vec4V_From_Vec3V(t0));
f0->raXnXYZ_velMultiplierW = V4SetW(raXnSqrtInertia, velMultiplier);
f0->rbXnXYZ_biasW = V4SetW(rbXnSqrtInertia, FMul(V3Dot(t0, error), invDt));
FStore(targetVel, &f0->targetVel);
}
{
Vec3V raXn = V3Cross(ra, t1Cross);
Vec3V rbXn = V3Cross(rb, t1Cross);
raXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(raXn)), V3Zero(), raXn);
rbXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(rbXn)), V3Zero(), rbXn);
const Vec3V raXnSqrtInertia = M33MulV3(invSqrtInertia0, raXn);
const Vec3V rbXnSqrtInertia = M33MulV3(invSqrtInertia1, rbXn);
const FloatV resp0 = FAdd(invMass0_dom0fV, FMul(angD0, V3Dot(raXnSqrtInertia, raXnSqrtInertia)));
const FloatV resp1 = FSub(FMul(angD1, V3Dot(rbXnSqrtInertia, rbXnSqrtInertia)), invMass1_dom1fV);
const FloatV resp = FAdd(resp0, resp1);
const FloatV velMultiplier = FSel(FIsGrtr(resp, zero), FDiv(p8, resp), zero);
FloatV targetVel = V3Dot(tvel, t1);
const FloatV vrel1 = FAdd(V3Dot(t1, linVel0), V3Dot(raXn, angVel0));
const FloatV vrel2 = FAdd(V3Dot(t1, linVel1), V3Dot(rbXn, angVel1));
const FloatV vrel = FSub(vrel1, vrel2);
targetVel = FSub(targetVel, vrel);
f1->normalXYZ_appliedForceW = V4ClearW(Vec4V_From_Vec3V(t1));
f1->raXnXYZ_velMultiplierW = V4SetW(raXnSqrtInertia, velMultiplier);
f1->rbXnXYZ_biasW = V4SetW(rbXnSqrtInertia, FMul(V3Dot(t1, error), invDt));
FStore(targetVel, &f1->targetVel);
}
}
}
frictionPatchWritebackAddrIndex++;
}
}
PX_FORCE_INLINE void computeBlockStreamByteSizes(const bool useExtContacts, const CorrelationBuffer& c,
PxU32& _solverConstraintByteSize, PxU32& _frictionPatchByteSize, PxU32& _numFrictionPatches,
PxU32& _axisConstraintCount)
{
PX_ASSERT(0 == _solverConstraintByteSize);
PX_ASSERT(0 == _frictionPatchByteSize);
PX_ASSERT(0 == _numFrictionPatches);
PX_ASSERT(0 == _axisConstraintCount);
// PT: use local vars to remove LHS
PxU32 solverConstraintByteSize = 0;
PxU32 numFrictionPatches = 0;
PxU32 axisConstraintCount = 0;
for(PxU32 i = 0; i < c.frictionPatchCount; i++)
{
//Friction patches.
if(c.correlationListHeads[i] != CorrelationBuffer::LIST_END)
numFrictionPatches++;
const FrictionPatch& frictionPatch = c.frictionPatches[i];
const bool haveFriction = (frictionPatch.materialFlags & PxMaterialFlag::eDISABLE_FRICTION) == 0;
//Solver constraint data.
if(c.frictionPatchContactCounts[i]!=0)
{
solverConstraintByteSize += sizeof(SolverContactHeader);
solverConstraintByteSize += useExtContacts ? c.frictionPatchContactCounts[i] * sizeof(SolverContactPointExt)
: c.frictionPatchContactCounts[i] * sizeof(SolverContactPoint);
solverConstraintByteSize += sizeof(PxF32) * ((c.frictionPatchContactCounts[i] + 3)&(~3)); //Add on space for applied impulses
axisConstraintCount += c.frictionPatchContactCounts[i];
if(haveFriction)
{
solverConstraintByteSize += useExtContacts ? c.frictionPatches[i].anchorCount * 2 * sizeof(SolverContactFrictionExt)
: c.frictionPatches[i].anchorCount * 2 * sizeof(SolverContactFriction);
axisConstraintCount += c.frictionPatches[i].anchorCount * 2;
}
}
}
PxU32 frictionPatchByteSize = numFrictionPatches*sizeof(FrictionPatch);
_numFrictionPatches = numFrictionPatches;
_axisConstraintCount = axisConstraintCount;
//16-byte alignment.
_frictionPatchByteSize = ((frictionPatchByteSize + 0x0f) & ~0x0f);
_solverConstraintByteSize = ((solverConstraintByteSize + 0x0f) & ~0x0f);
PX_ASSERT(0 == (_solverConstraintByteSize & 0x0f));
PX_ASSERT(0 == (_frictionPatchByteSize & 0x0f));
}
static bool reserveBlockStreams(const bool useExtContacts, Dy::CorrelationBuffer& cBuffer,
PxU8*& solverConstraint,
FrictionPatch*& _frictionPatches,
PxU32& numFrictionPatches, PxU32& solverConstraintByteSize,
PxU32& axisConstraintCount, PxConstraintAllocator& constraintAllocator)
{
PX_ASSERT(NULL == solverConstraint);
PX_ASSERT(NULL == _frictionPatches);
PX_ASSERT(0 == numFrictionPatches);
PX_ASSERT(0 == solverConstraintByteSize);
PX_ASSERT(0 == axisConstraintCount);
//From frictionPatchStream we just need to reserve a single buffer.
PxU32 frictionPatchByteSize = 0;
//Compute the sizes of all the buffers.
computeBlockStreamByteSizes(
useExtContacts, cBuffer,
solverConstraintByteSize, frictionPatchByteSize, numFrictionPatches,
axisConstraintCount);
//Reserve the buffers.
//First reserve the accumulated buffer size for the constraint block.
PxU8* constraintBlock = NULL;
const PxU32 constraintBlockByteSize = solverConstraintByteSize;
if(constraintBlockByteSize > 0)
{
constraintBlock = constraintAllocator.reserveConstraintData(constraintBlockByteSize + 16u);
if(!checkConstraintDataPtr<false>(constraintBlock))
constraintBlock = NULL;
PX_ASSERT((size_t(constraintBlock) & 0xF) == 0);
}
FrictionPatch* frictionPatches = NULL;
//If the constraint block reservation didn't fail then reserve the friction buffer too.
if(frictionPatchByteSize >0 && (0==constraintBlockByteSize || constraintBlock))
{
frictionPatches = reinterpret_cast<FrictionPatch*>(constraintAllocator.reserveFrictionData(frictionPatchByteSize));
if(!checkFrictionDataPtr(frictionPatches))
frictionPatches = NULL;
}
_frictionPatches = frictionPatches;
//Patch up the individual ptrs to the buffer returned by the constraint block reservation (assuming the reservation didn't fail).
if(0==constraintBlockByteSize || constraintBlock)
{
if(solverConstraintByteSize)
{
solverConstraint = constraintBlock;
PX_ASSERT(0==(uintptr_t(solverConstraint) & 0x0f));
}
}
//Return true if neither of the two block reservations failed.
return ((0==constraintBlockByteSize || constraintBlock) && (0==frictionPatchByteSize || frictionPatches));
}
bool createFinalizeSolverContacts(
PxSolverContactDesc& contactDesc,
CorrelationBuffer& c,
const PxReal invDtF32,
const PxReal dtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxConstraintAllocator& constraintAllocator,
Cm::SpatialVectorF* Z)
{
PxPrefetchLine(contactDesc.body0);
PxPrefetchLine(contactDesc.body1);
PxPrefetchLine(contactDesc.data0);
PxPrefetchLine(contactDesc.data1);
c.frictionPatchCount = 0;
c.contactPatchCount = 0;
const bool hasForceThreshold = contactDesc.hasForceThresholds;
const bool staticOrKinematicBody = contactDesc.bodyState1 == PxSolverContactDesc::eKINEMATIC_BODY || contactDesc.bodyState1 == PxSolverContactDesc::eSTATIC_BODY;
const bool disableStrongFriction = contactDesc.disableStrongFriction;
PxSolverConstraintDesc& desc = *contactDesc.desc;
const bool useExtContacts = (desc.linkIndexA != PxSolverConstraintDesc::RIGID_BODY || desc.linkIndexB != PxSolverConstraintDesc::RIGID_BODY);
desc.constraint = NULL;
desc.constraintLengthOver16 = 0; // from here onwards we use this field for the constraint size, not the constraint type anymore
if (contactDesc.numContacts == 0)
{
contactDesc.frictionPtr = NULL;
contactDesc.frictionCount = 0;
return true;
}
if (!disableStrongFriction)
{
getFrictionPatches(c, contactDesc.frictionPtr, contactDesc.frictionCount, contactDesc.bodyFrame0, contactDesc.bodyFrame1, correlationDistance);
}
bool overflow = !createContactPatches(c, contactDesc.contacts, contactDesc.numContacts, PXC_SAME_NORMAL);
overflow = correlatePatches(c, contactDesc.contacts, contactDesc.bodyFrame0, contactDesc.bodyFrame1, PXC_SAME_NORMAL, 0, 0) || overflow;
PX_UNUSED(overflow);
#if PX_CHECKED
if (overflow)
PxGetFoundation().error(physx::PxErrorCode::eDEBUG_WARNING, PX_FL, "Dropping contacts in solver because we exceeded limit of 32 friction patches.");
#endif
growPatches(c, contactDesc.contacts, contactDesc.bodyFrame0, contactDesc.bodyFrame1, 0, frictionOffsetThreshold + contactDesc.restDistance);
//PX_ASSERT(patchCount == c.frictionPatchCount);
FrictionPatch* frictionPatches = NULL;
PxU8* solverConstraint = NULL;
PxU32 numFrictionPatches = 0;
PxU32 solverConstraintByteSize = 0;
PxU32 axisConstraintCount = 0;
const bool successfulReserve = reserveBlockStreams(
useExtContacts, c,
solverConstraint, frictionPatches,
numFrictionPatches,
solverConstraintByteSize,
axisConstraintCount,
constraintAllocator);
// initialise the work unit's ptrs to the various buffers.
// patch up the work unit with the reserved buffers and set the reserved buffer data as appropriate.
contactDesc.frictionPtr = NULL;
contactDesc.frictionCount = 0;
if (successfulReserve)
{
PxU8* frictionDataPtr = reinterpret_cast<PxU8*>(frictionPatches);
contactDesc.frictionPtr = frictionDataPtr;
desc.constraint = solverConstraint;
//output.nbContacts = PxTo8(numContacts);
contactDesc.frictionCount = PxTo8(numFrictionPatches);
PX_ASSERT(solverConstraintByteSize % 16 == 0);
desc.constraintLengthOver16 = PxTo16(solverConstraintByteSize / 16);
desc.writeBack = contactDesc.contactForces;
//Initialise friction buffer.
if (frictionPatches)
{
frictionPatches->prefetch();
for (PxU32 i = 0; i<c.frictionPatchCount; i++)
{
//if(c.correlationListHeads[i]!=CorrelationBuffer::LIST_END)
if (c.frictionPatchContactCounts[i])
{
*frictionPatches++ = c.frictionPatches[i];
PxPrefetchLine(frictionPatches, 256);
}
}
}
//Initialise solverConstraint buffer.
if (solverConstraint)
{
const PxSolverBodyData& data0 = *contactDesc.data0;
const PxSolverBodyData& data1 = *contactDesc.data1;
if (useExtContacts)
{
const SolverExtBody b0(reinterpret_cast<const void*>(contactDesc.body0), reinterpret_cast<const void*>(&data0), desc.linkIndexA);
const SolverExtBody b1(reinterpret_cast<const void*>(contactDesc.body1), reinterpret_cast<const void*>(&data1), desc.linkIndexB);
setupFinalizeExtSolverContacts(contactDesc.contacts, c, contactDesc.bodyFrame0, contactDesc.bodyFrame1, solverConstraint,
b0, b1, invDtF32, dtF32, bounceThresholdF32,
contactDesc.invMassScales.linear0, contactDesc.invMassScales.angular0, contactDesc.invMassScales.linear1, contactDesc.invMassScales.angular1,
contactDesc.restDistance, frictionDataPtr, contactDesc.maxCCDSeparation, Z, contactDesc.offsetSlop);
}
else
{
setupFinalizeSolverConstraints(
contactDesc,
c,
solverConstraint,
data0, data1, invDtF32, dtF32, bounceThresholdF32,
hasForceThreshold, staticOrKinematicBody,
frictionDataPtr
);
}
//KS - set to 0 so we have a counter for the number of times we solved the constraint
//only going to be used on SPU but might as well set on all platforms because this code is shared
*(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize)) = 0;
}
}
return successfulReserve;
}
FloatV setupExtSolverContact(const SolverExtBody& b0, const SolverExtBody& b1,
const FloatV& d0, const FloatV& d1, const FloatV& angD0, const FloatV& angD1, const Vec3V& bodyFrame0p, const Vec3V& bodyFrame1p,
const Vec3VArg normal, const FloatVArg invDt, const FloatVArg invDtp8, const FloatVArg dt, const FloatVArg restDistance,
const FloatVArg maxPenBias, const FloatVArg restitution,const FloatVArg bounceThreshold, const PxContactPoint& contact, SolverContactPointExt& solverContact, const FloatVArg ccdMaxSeparation, Cm::SpatialVectorF* zVector,
const Cm::SpatialVectorV& v0, const Cm::SpatialVectorV& v1, const FloatV& cfm, const Vec3VArg solverOffsetSlop,
const FloatVArg norVel0, const FloatVArg norVel1, const FloatVArg damping, const BoolVArg accelerationSpring)
{
const FloatV zero = FZero();
const FloatV separation = FLoad(contact.separation);
const FloatV penetration = FSub(separation, restDistance);
const Vec3V point = V3LoadA(contact.point);
const Vec3V ra = V3Sub(point, bodyFrame0p);
const Vec3V rb = V3Sub(point, bodyFrame1p);
Vec3V raXn = V3Cross(ra, normal);
Vec3V rbXn = V3Cross(rb, normal);
FloatV aVel0 = V3Dot(v0.angular, raXn);
FloatV aVel1 = V3Dot(v1.angular, raXn);
FloatV relLinVel = FSub(norVel0, norVel1);
FloatV relAngVel = FSub(aVel0, aVel1);
const Vec3V slop = V3Scale(solverOffsetSlop, FMax(FSel(FIsEq(relLinVel, zero), FMax(), FDiv(relAngVel, relLinVel)), FOne()));
raXn = V3Sel(V3IsGrtr(slop, V3Abs(raXn)), V3Zero(), raXn);
rbXn = V3Sel(V3IsGrtr(slop, V3Abs(rbXn)), V3Zero(), rbXn);
aVel0 = V3Dot(raXn, v0.angular);
aVel1 = V3Dot(rbXn, v1.angular);
relAngVel = FSub(aVel0, aVel1);
Cm::SpatialVectorV deltaV0, deltaV1;
const Cm::SpatialVectorV resp0 = createImpulseResponseVector(normal, raXn, b0);
const Cm::SpatialVectorV resp1 = createImpulseResponseVector(V3Neg(normal), V3Neg(rbXn), b1);
const FloatV unitResponse = getImpulseResponse(b0, resp0, deltaV0, d0, angD0,
b1, resp1, deltaV1, d1, angD1, reinterpret_cast<Cm::SpatialVectorV*>(zVector));
const FloatV vrel = FAdd(relLinVel, relAngVel);
const FloatV penetrationInvDt = FMul(penetration, invDt);
const BoolV isSeparated = FIsGrtrOrEq(penetration, zero);
const BoolV collidingWithVrel = FIsGrtr(FNeg(vrel), penetrationInvDt); // true if (pen + dt*vrel) < 0
const BoolV isGreater2 = BAnd(BAnd(FIsGrtr(restitution, zero), FIsGrtr(bounceThreshold, vrel)), collidingWithVrel);
FloatV velMultiplier, impulseMultiplier;
FloatV biasedErr, unbiasedErr;
const FloatV tVel = FSel(isGreater2, FMul(FNeg(vrel), restitution), zero);
FloatV targetVelocity = tVel;
//Get the rigid body's current velocity and embed into the constraint target velocities
if (b0.mLinkIndex == PxSolverConstraintDesc::RIGID_BODY)
targetVelocity = FSub(targetVelocity, FAdd(norVel0, aVel0));
else if (b1.mLinkIndex == PxSolverConstraintDesc::RIGID_BODY)
targetVelocity = FAdd(targetVelocity, FAdd(norVel1, aVel1));
targetVelocity = FAdd(targetVelocity, V3Dot(V3LoadA(contact.targetVel), normal));
// jcarius: the addition of the cfm term is not present in equivalent code for rigid bodies
const FloatV recipResponse = FSel(FIsGrtr(unitResponse, zero), FRecip(FAdd(unitResponse, cfm)), zero);
if (FAllGrtr(zero, restitution))
{
computeCompliantContactCoefficients(dt, restitution, damping, recipResponse, unitResponse, penetration,
targetVelocity, accelerationSpring, isSeparated, collidingWithVrel,
velMultiplier, impulseMultiplier, unbiasedErr, biasedErr);
}
else
{
const BoolV ccdSeparationCondition = FIsGrtrOrEq(ccdMaxSeparation, penetration);
velMultiplier = recipResponse;
const FloatV penetrationInvDtScaled = FSel(isSeparated, penetrationInvDt, FMul(penetration, invDtp8));
FloatV scaledBias = FMul(velMultiplier, FMax(maxPenBias, penetrationInvDtScaled));
scaledBias = FSel(BAnd(ccdSeparationCondition, isGreater2), zero, scaledBias);
biasedErr = FScaleAdd(targetVelocity, velMultiplier, FNeg(scaledBias));
unbiasedErr = FScaleAdd(targetVelocity, velMultiplier, FSel(isGreater2, zero, FNeg(FMax(scaledBias, zero))));
impulseMultiplier = FOne();
}
const FloatV deltaF = FMax(FMul(FSub(tVel, FAdd(vrel, FMax(penetrationInvDt, zero))), velMultiplier), zero);
FStore(biasedErr, &solverContact.biasedErr);
FStore(unbiasedErr, &solverContact.unbiasedErr);
solverContact.raXn_velMultiplierW = V4SetW(Vec4V_From_Vec3V(resp0.angular), velMultiplier);
solverContact.rbXn_maxImpulseW = V4SetW(Vec4V_From_Vec3V(V3Neg(resp1.angular)), FLoad(contact.maxImpulse));
solverContact.linDeltaVA = deltaV0.linear;
solverContact.angDeltaVA = deltaV0.angular;
solverContact.linDeltaVB = deltaV1.linear;
solverContact.angDeltaVB = deltaV1.angular;
FStore(impulseMultiplier, &solverContact.impulseMultiplier);
return deltaF;
}
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)
{
PxContactBuffer& buffer = threadContext.mContactBuffer;
buffer.count = 0;
// We pull the friction patches out of the cache to remove the dependency on how
// the cache is organized. Remember original addrs so we can write them back
// efficiently.
PxU32 numContacts = 0;
{
PxReal invMassScale0 = 1.f;
PxReal invMassScale1 = 1.f;
PxReal invInertiaScale0 = 1.f;
PxReal invInertiaScale1 = 1.f;
bool hasMaxImpulse = false, hasTargetVelocity = false;
numContacts = extractContacts(buffer, output, hasMaxImpulse, hasTargetVelocity, invMassScale0, invMassScale1,
invInertiaScale0, invInertiaScale1, PxMin(contactDesc.data0->maxContactImpulse, contactDesc.data1->maxContactImpulse));
contactDesc.contacts = buffer.contacts;
contactDesc.numContacts = numContacts;
contactDesc.disableStrongFriction = contactDesc.disableStrongFriction || hasTargetVelocity;
contactDesc.hasMaxImpulse = hasMaxImpulse;
contactDesc.invMassScales.linear0 *= invMassScale0;
contactDesc.invMassScales.linear1 *= invMassScale1;
contactDesc.invMassScales.angular0 *= invInertiaScale0;
contactDesc.invMassScales.angular1 *= invInertiaScale1;
}
CorrelationBuffer& c = threadContext.mCorrelationBuffer;
return createFinalizeSolverContacts(contactDesc, c, invDtF32, dtF32, bounceThresholdF32, frictionOffsetThreshold,
correlationDistance, constraintAllocator, Z);
}
PxU32 getContactManagerConstraintDesc(const PxsContactManagerOutput& cmOutput, const PxsContactManager& /*cm*/, PxSolverConstraintDesc& desc)
{
desc.writeBack = cmOutput.contactForces;
desc.writeBackFriction = NULL;
return cmOutput.nbContacts;// cm.getWorkUnit().axisConstraintCount;
}
template
void updateFrictionAnchorCountAndPosition<PxSolverContactDesc>(PxSolverConstraintDesc& desc, PxsContactManagerOutput& output, PxSolverContactDesc& blockDesc);
template
void updateFrictionAnchorCountAndPosition<PxTGSSolverContactDesc>(PxSolverConstraintDesc& desc, PxsContactManagerOutput& output, PxTGSSolverContactDesc& blockDesc);
template <typename SolverContactDesc>
void updateFrictionAnchorCountAndPosition(PxSolverConstraintDesc& desc, PxsContactManagerOutput& output, SolverContactDesc& blockDesc)
{
desc.writeBackFriction = NULL;
if (output.frictionPatches == NULL) return;
const PxReal NORMAL_THRESHOLD = 0.999f;
PxTransform& bodyFrame0 = blockDesc.bodyFrame0;
for (PxU32 frictionIndex = 0; frictionIndex < blockDesc.frictionCount; ++frictionIndex)
{
FrictionPatch& frictionPatch = reinterpret_cast<FrictionPatch*>(blockDesc.frictionPtr)[frictionIndex];
PxVec3 frictionNormal = bodyFrame0.rotate(frictionPatch.body0Normal);
for (PxU32 patchIndex = 0; patchIndex < output.nbPatches; ++patchIndex)
{
PxContactPatch& patch = reinterpret_cast<PxContactPatch*>(output.contactPatches)[patchIndex];
if (patch.normal.dot(frictionNormal) > NORMAL_THRESHOLD &&
patch.staticFriction == frictionPatch.staticFriction &&
patch.dynamicFriction == frictionPatch.dynamicFriction &&
patch.restitution == frictionPatch.restitution)
{
PxFrictionPatch& outPatch = reinterpret_cast<PxFrictionPatch*>(output.frictionPatches)[patchIndex];
outPatch.anchorCount = frictionPatch.anchorCount;
outPatch.anchorPositions[0] = bodyFrame0.transform(frictionPatch.body0Anchors[0]);
outPatch.anchorPositions[1] = bodyFrame0.transform(frictionPatch.body0Anchors[1]);
desc.writeBackFriction = outPatch.anchorImpulses;
break;
}
}
}
}
template
void writeBackContactFriction<SolverContactFrictionStep>(const SolverContactFrictionStep* PX_RESTRICT frictions, PxU32 numFrictionConstr, PxU32 frictionStride, PxVec3* PX_RESTRICT vFrictionWriteback);
template
void writeBackContactFriction<SolverContactFriction>(const SolverContactFriction* PX_RESTRICT frictions, PxU32 numFrictionConstr, PxU32 frictionStride, PxVec3* PX_RESTRICT vFrictionWriteback);
template <typename SolverFriction>
void writeBackContactFriction(const SolverFriction* PX_RESTRICT frictions, PxU32 numFrictionConstr, PxU32 frictionStride, PxVec3* PX_RESTRICT vFrictionWriteback)
{
if (numFrictionConstr && vFrictionWriteback)
{
//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);
const PxU8* ptr = reinterpret_cast<const PxU8*>(frictions);
for (PxU32 i = 0; i < numFrictionPairs; i += 2)
{
const SolverFriction& f0 = *reinterpret_cast<const SolverFriction*>(ptr + (i + 0) * frictionStride);
const SolverFriction& f1 = *reinterpret_cast<const SolverFriction*>(ptr + (i + 1) * frictionStride);
const Vec3V normal0 = f0.getNormal();
const Vec3V normal1 = f1.getNormal();
const FloatV appliedForce0 = f0.getAppliedForce();
const FloatV appliedForce1 = f1.getAppliedForce();
Vec3V impulse = V3Add(V3Scale(normal0, appliedForce0), V3Scale(normal1, appliedForce1));
PxVec3& frictionImpulse = vFrictionWriteback[i / 2];
V3StoreU(impulse, frictionImpulse);
}
}
}
}
}