aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp')
-rw-r--r--PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp535
1 files changed, 535 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp b/PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp
new file mode 100644
index 00000000..5c72f36e
--- /dev/null
+++ b/PhysX_3.4/Source/LowLevelDynamics/src/DyConstraintSetupBlock.cpp
@@ -0,0 +1,535 @@
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 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/PxMemory.h"
+#include "DyConstraintPrep.h"
+#include "PxsRigidBody.h"
+#include "DySolverConstraint1D.h"
+#include "DySolverConstraint1D4.h"
+#include "PsSort.h"
+#include "PxcConstraintBlockStream.h"
+#include "DyArticulationContactPrep.h"
+#include "PsFoundation.h"
+namespace physx
+{
+
+namespace Dy
+{
+
+void preprocessRows(Px1DConstraint** sorted,
+ Px1DConstraint* rows,
+ PxVec4* angSqrtInvInertia0,
+ PxVec4* angSqrtInvInertia1,
+ PxU32 rowCount,
+ const PxSolverBodyData& bd0,
+ const PxSolverBodyData& bd1,
+ const PxConstraintInvMassScale& ims,
+ bool disablePreprocessing,
+ bool diagonalizeDrive);
+
+
+namespace
+{
+void setConstants(PxReal& constant, PxReal& unbiasedConstant, PxReal& velMultiplier, PxReal& impulseMultiplier,
+ const Px1DConstraint& c, PxReal unitResponse, PxReal minRowResponse, PxReal erp, PxReal dt, PxReal recipdt,
+ const PxSolverBodyData& b0, const PxSolverBodyData& b1, const bool finished)
+{
+ if(finished)
+ {
+ constant = 0.f;
+ unbiasedConstant = 0.f;
+ velMultiplier = 0.f;
+ impulseMultiplier = 0.f;
+ return;
+ }
+ PxReal nv = needsNormalVel(c) ? b0.projectVelocity(c.linear0, c.angular0) - b1.projectVelocity(c.linear1, c.angular1)
+ : 0;
+
+ setSolverConstants(constant, unbiasedConstant, velMultiplier, impulseMultiplier,
+ c, nv, unitResponse, minRowResponse, erp, dt, recipdt);
+}
+}
+
+SolverConstraintPrepState::Enum setupSolverConstraint4
+ (PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
+ const PxReal dt, const PxReal recipdt, PxU32& totalRows,
+ PxConstraintAllocator& allocator, PxU32 maxRows);
+
+SolverConstraintPrepState::Enum setupSolverConstraint4
+(SolverConstraintShaderPrepDesc* PX_RESTRICT constraintShaderDescs,
+PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
+const PxReal dt, const PxReal recipdt, PxU32& totalRows,
+PxConstraintAllocator& allocator)
+
+{
+ //KS - we will never get here with constraints involving articulations so we don't need to stress about those in here
+
+ totalRows = 0;
+
+ Px1DConstraint allRows[MAX_CONSTRAINT_ROWS * 4];
+
+ PxU32 numRows = 0;
+
+ PxU32 maxRows = 0;
+ PxU32 preppedIndex = 0;
+
+ for (PxU32 a = 0; a < 4; ++a)
+ {
+ Px1DConstraint* rows = allRows + numRows;
+ SolverConstraintShaderPrepDesc& shaderDesc = constraintShaderDescs[a];
+ PxSolverConstraintPrepDesc& desc = constraintDescs[a];
+
+ if (!shaderDesc.solverPrep)
+ return SolverConstraintPrepState::eUNBATCHABLE;
+
+ PxMemZero(rows + preppedIndex, sizeof(Px1DConstraint)*(MAX_CONSTRAINT_ROWS));
+ for (PxU32 b = preppedIndex; b < MAX_CONSTRAINT_ROWS; ++b)
+ {
+ Px1DConstraint& c = rows[b];
+ //Px1DConstraintInit(c);
+ c.minImpulse = -PX_MAX_REAL;
+ c.maxImpulse = PX_MAX_REAL;
+ }
+
+ desc.mInvMassScales.linear0 = desc.mInvMassScales.linear1 = desc.mInvMassScales.angular0 = desc.mInvMassScales.angular1 = 1.f;
+
+ desc.body0WorldOffset = PxVec3(0.f);
+
+ PxU32 constraintCount = (*shaderDesc.solverPrep)(rows,
+ desc.body0WorldOffset,
+ MAX_CONSTRAINT_ROWS,
+ desc.mInvMassScales,
+ shaderDesc.constantBlock,
+ desc.bodyFrame0, desc.bodyFrame1);
+
+ preppedIndex = MAX_CONSTRAINT_ROWS - constraintCount;
+
+ maxRows = PxMax(constraintCount, maxRows);
+
+ if (constraintCount == 0)
+ return SolverConstraintPrepState::eUNBATCHABLE;
+
+ desc.rows = rows;
+ desc.numRows = constraintCount;
+ numRows += constraintCount;
+ }
+
+ return setupSolverConstraint4(constraintDescs, dt, recipdt, totalRows, allocator, maxRows);
+}
+
+SolverConstraintPrepState::Enum setupSolverConstraint4
+(PxSolverConstraintPrepDesc* PX_RESTRICT constraintDescs,
+const PxReal dt, const PxReal recipdt, PxU32& totalRows,
+PxConstraintAllocator& allocator, PxU32 maxRows)
+{
+ const Vec4V zero = V4Zero();
+ Px1DConstraint* allSorted[MAX_CONSTRAINT_ROWS * 4];
+ PxU32 startIndex[4];
+ PX_ALIGN(16, PxVec4) angSqrtInvInertia0[MAX_CONSTRAINT_ROWS * 4];
+ PX_ALIGN(16, PxVec4) angSqrtInvInertia1[MAX_CONSTRAINT_ROWS * 4];
+
+ PxU32 numRows = 0;
+
+ for (PxU32 a = 0; a < 4; ++a)
+ {
+ startIndex[a] = numRows;
+ PxSolverConstraintPrepDesc& desc = constraintDescs[a];
+ Px1DConstraint** sorted = allSorted + numRows;
+
+ preprocessRows(sorted, desc.rows, angSqrtInvInertia0 + numRows, angSqrtInvInertia1 + numRows, desc.numRows, *desc.data0, *desc.data1, desc.mInvMassScales,
+ desc.disablePreprocessing, desc.improvedSlerp);
+
+ numRows += desc.numRows;
+ }
+
+
+ PxU32 stride = sizeof(SolverConstraint1DDynamic4);
+
+
+ const PxU32 constraintLength = sizeof(SolverConstraint1DHeader4) + stride * maxRows;
+
+ //KS - +16 is for the constraint progress counter, which needs to be the last element in the constraint (so that we
+ //know SPU DMAs have completed)
+ PxU8* ptr = allocator.reserveConstraintData(constraintLength + 16u);
+ if(NULL == ptr || (reinterpret_cast<PxU8*>(-1))==ptr)
+ {
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ PxSolverConstraintPrepDesc& desc = constraintDescs[a];
+ desc.desc->constraint = NULL;
+ setConstraintLength(*desc.desc, 0);
+ desc.desc->writeBack = desc.writeback;
+ }
+
+ if(NULL==ptr)
+ {
+ PX_WARN_ONCE(
+ "Reached limit set by PxSceneDesc::maxNbContactDataBlocks - ran out of buffer space for constraint prep. "
+ "Either accept joints detaching/exploding or increase buffer size allocated for constraint prep by increasing PxSceneDesc::maxNbContactDataBlocks.");
+ return SolverConstraintPrepState::eOUT_OF_MEMORY;
+ }
+ else
+ {
+ PX_WARN_ONCE(
+ "Attempting to allocate more than 16K of constraint data. "
+ "Either accept joints detaching/exploding or simplify constraints.");
+ ptr=NULL;
+ return SolverConstraintPrepState::eOUT_OF_MEMORY;
+ }
+ }
+ //desc.constraint = ptr;
+
+ totalRows = numRows;
+
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ PxSolverConstraintPrepDesc& desc = constraintDescs[a];
+ desc.desc->constraint = ptr;
+ setConstraintLength(*desc.desc, constraintLength);
+ desc.desc->writeBack = desc.writeback;
+ }
+
+ const PxReal erp[4] = { 1.0f, 1.0f, 1.0f, 1.0f};
+ //OK, now we build all 4 constraints into a single set of rows
+
+ {
+ PxU8* currPtr = ptr;
+ SolverConstraint1DHeader4* header = reinterpret_cast<SolverConstraint1DHeader4*>(currPtr);
+ currPtr += sizeof(SolverConstraint1DHeader4);
+
+ const PxSolverBodyData& bd00 = *constraintDescs[0].data0;
+ const PxSolverBodyData& bd01 = *constraintDescs[1].data0;
+ const PxSolverBodyData& bd02 = *constraintDescs[2].data0;
+ const PxSolverBodyData& bd03 = *constraintDescs[3].data0;
+
+ const PxSolverBodyData& bd10 = *constraintDescs[0].data1;
+ const PxSolverBodyData& bd11 = *constraintDescs[1].data1;
+ const PxSolverBodyData& bd12 = *constraintDescs[2].data1;
+ const PxSolverBodyData& bd13 = *constraintDescs[3].data1;
+
+ //Load up masses, invInertia, velocity etc.
+
+ const Vec4V invMassScale0 = V4LoadXYZW(constraintDescs[0].mInvMassScales.linear0, constraintDescs[1].mInvMassScales.linear0,
+ constraintDescs[2].mInvMassScales.linear0, constraintDescs[3].mInvMassScales.linear0);
+ const Vec4V invMassScale1 = V4LoadXYZW(constraintDescs[0].mInvMassScales.linear1, constraintDescs[1].mInvMassScales.linear1,
+ constraintDescs[2].mInvMassScales.linear1, constraintDescs[3].mInvMassScales.linear1);
+
+
+ const Vec4V iMass0 = V4LoadXYZW(bd00.invMass, bd01.invMass, bd02.invMass, bd03.invMass);
+
+ const Vec4V iMass1 = V4LoadXYZW(bd10.invMass, bd11.invMass, bd12.invMass, bd13.invMass);
+
+ const Vec4V invMass0 = V4Mul(iMass0, invMassScale0);
+ const Vec4V invMass1 = V4Mul(iMass1, invMassScale1);
+
+
+ const Vec4V invInertiaScale0 = V4LoadXYZW(constraintDescs[0].mInvMassScales.angular0, constraintDescs[1].mInvMassScales.angular0,
+ constraintDescs[2].mInvMassScales.angular0, constraintDescs[3].mInvMassScales.angular0);
+ const Vec4V invInertiaScale1 = V4LoadXYZW(constraintDescs[0].mInvMassScales.angular1, constraintDescs[1].mInvMassScales.angular1,
+ constraintDescs[2].mInvMassScales.angular1, constraintDescs[3].mInvMassScales.angular1);
+
+ //Velocities
+ Vec4V linVel00 = V4LoadA(&bd00.linearVelocity.x);
+ Vec4V linVel01 = V4LoadA(&bd10.linearVelocity.x);
+ Vec4V angVel00 = V4LoadA(&bd00.angularVelocity.x);
+ Vec4V angVel01 = V4LoadA(&bd10.angularVelocity.x);
+
+ Vec4V linVel10 = V4LoadA(&bd01.linearVelocity.x);
+ Vec4V linVel11 = V4LoadA(&bd11.linearVelocity.x);
+ Vec4V angVel10 = V4LoadA(&bd01.angularVelocity.x);
+ Vec4V angVel11 = V4LoadA(&bd11.angularVelocity.x);
+
+ Vec4V linVel20 = V4LoadA(&bd02.linearVelocity.x);
+ Vec4V linVel21 = V4LoadA(&bd12.linearVelocity.x);
+ Vec4V angVel20 = V4LoadA(&bd02.angularVelocity.x);
+ Vec4V angVel21 = V4LoadA(&bd12.angularVelocity.x);
+
+ Vec4V linVel30 = V4LoadA(&bd03.linearVelocity.x);
+ Vec4V linVel31 = V4LoadA(&bd13.linearVelocity.x);
+ Vec4V angVel30 = V4LoadA(&bd03.angularVelocity.x);
+ Vec4V angVel31 = V4LoadA(&bd13.angularVelocity.x);
+
+
+ Vec4V linVel0T0, linVel0T1, linVel0T2;
+ Vec4V linVel1T0, linVel1T1, linVel1T2;
+ Vec4V angVel0T0, angVel0T1, angVel0T2;
+ Vec4V angVel1T0, angVel1T1, angVel1T2;
+
+
+ PX_TRANSPOSE_44_34(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2);
+ PX_TRANSPOSE_44_34(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2);
+ PX_TRANSPOSE_44_34(angVel00, angVel10, angVel20, angVel30, angVel0T0, angVel0T1, angVel0T2);
+ PX_TRANSPOSE_44_34(angVel01, angVel11, angVel21, angVel31, angVel1T0, angVel1T1, angVel1T2);
+
+
+
+ //body world offsets
+ Vec4V workOffset0 = Vec4V_From_Vec3V(V3LoadU(constraintDescs[0].body0WorldOffset));
+ Vec4V workOffset1 = Vec4V_From_Vec3V(V3LoadU(constraintDescs[1].body0WorldOffset));
+ Vec4V workOffset2 = Vec4V_From_Vec3V(V3LoadU(constraintDescs[2].body0WorldOffset));
+ Vec4V workOffset3 = Vec4V_From_Vec3V(V3LoadU(constraintDescs[3].body0WorldOffset));
+
+ Vec4V workOffsetX, workOffsetY, workOffsetZ;
+
+ PX_TRANSPOSE_44_34(workOffset0, workOffset1, workOffset2, workOffset3, workOffsetX, workOffsetY, workOffsetZ);
+
+ const FloatV dtV = FLoad(dt);
+ Vec4V linBreakForce = V4LoadXYZW(constraintDescs[0].linBreakForce, constraintDescs[1].linBreakForce,
+ constraintDescs[2].linBreakForce, constraintDescs[3].linBreakForce);
+ Vec4V angBreakForce = V4LoadXYZW(constraintDescs[0].angBreakForce, constraintDescs[1].angBreakForce,
+ constraintDescs[2].angBreakForce, constraintDescs[3].angBreakForce);
+
+
+ header->break0 = PxU8((constraintDescs[0].linBreakForce != PX_MAX_F32) || (constraintDescs[0].angBreakForce != PX_MAX_F32));
+ header->break1 = PxU8((constraintDescs[1].linBreakForce != PX_MAX_F32) || (constraintDescs[1].angBreakForce != PX_MAX_F32));
+ header->break2 = PxU8((constraintDescs[2].linBreakForce != PX_MAX_F32) || (constraintDescs[2].angBreakForce != PX_MAX_F32));
+ header->break3 = PxU8((constraintDescs[3].linBreakForce != PX_MAX_F32) || (constraintDescs[3].angBreakForce != PX_MAX_F32));
+
+
+ //OK, I think that's everything loaded in
+
+ header->invMass0D0 = invMass0;
+ header->invMass1D1 = invMass1;
+ header->angD0 = invInertiaScale0;
+ header->angD1 = invInertiaScale1;
+ header->body0WorkOffsetX = workOffsetX;
+ header->body0WorkOffsetY = workOffsetY;
+ header->body0WorkOffsetZ = workOffsetZ;
+
+ header->count = maxRows;
+ header->type = DY_SC_TYPE_BLOCK_1D;
+ header->linBreakImpulse = V4Scale(linBreakForce, dtV);
+ header->angBreakImpulse = V4Scale(angBreakForce, dtV);
+ header->count0 = Ps::to8(constraintDescs[0].numRows);
+ header->count1 = Ps::to8(constraintDescs[1].numRows);
+ header->count2 = Ps::to8(constraintDescs[2].numRows);
+ header->count3 = Ps::to8(constraintDescs[3].numRows);
+
+ //Now we loop over the constraints and build the results...
+
+ PxU32 index0 = 0;
+ PxU32 endIndex0 = constraintDescs[0].numRows - 1;
+ PxU32 index1 = startIndex[1];
+ PxU32 endIndex1 = index1 + constraintDescs[1].numRows - 1;
+ PxU32 index2 = startIndex[2];
+ PxU32 endIndex2 = index2 + constraintDescs[2].numRows - 1;
+ PxU32 index3 = startIndex[3];
+ PxU32 endIndex3 = index3 + constraintDescs[3].numRows - 1;
+
+ const FloatV one = FOne();
+
+ for(PxU32 a = 0; a < maxRows; ++a)
+ {
+ SolverConstraint1DDynamic4* c = reinterpret_cast<SolverConstraint1DDynamic4*>(currPtr);
+ currPtr += stride;
+
+ Px1DConstraint* con0 = allSorted[index0];
+ Px1DConstraint* con1 = allSorted[index1];
+ Px1DConstraint* con2 = allSorted[index2];
+ Px1DConstraint* con3 = allSorted[index3];
+
+ Vec4V cangDelta00 = V4LoadA(&angSqrtInvInertia0[index0].x);
+ Vec4V cangDelta01 = V4LoadA(&angSqrtInvInertia0[index1].x);
+ Vec4V cangDelta02 = V4LoadA(&angSqrtInvInertia0[index2].x);
+ Vec4V cangDelta03 = V4LoadA(&angSqrtInvInertia0[index3].x);
+
+ Vec4V cangDelta10 = V4LoadA(&angSqrtInvInertia1[index0].x);
+ Vec4V cangDelta11 = V4LoadA(&angSqrtInvInertia1[index1].x);
+ Vec4V cangDelta12 = V4LoadA(&angSqrtInvInertia1[index2].x);
+ Vec4V cangDelta13 = V4LoadA(&angSqrtInvInertia1[index3].x);
+
+ index0 = index0 == endIndex0 ? index0 : index0 + 1;
+ index1 = index1 == endIndex1 ? index1 : index1 + 1;
+ index2 = index2 == endIndex2 ? index2 : index2 + 1;
+ index3 = index3 == endIndex3 ? index3 : index3 + 1;
+
+ Vec4V driveScale = V4Splat(one);
+ if (con0->flags&Px1DConstraintFlag::eHAS_DRIVE_LIMIT && constraintDescs[0].driveLimitsAreForces)
+ driveScale = V4SetX(driveScale, FMin(one, dtV));
+ if (con1->flags&Px1DConstraintFlag::eHAS_DRIVE_LIMIT && constraintDescs[1].driveLimitsAreForces)
+ driveScale = V4SetY(driveScale, FMin(one, dtV));
+ if (con2->flags&Px1DConstraintFlag::eHAS_DRIVE_LIMIT && constraintDescs[2].driveLimitsAreForces)
+ driveScale = V4SetZ(driveScale, FMin(one, dtV));
+ if (con3->flags&Px1DConstraintFlag::eHAS_DRIVE_LIMIT && constraintDescs[3].driveLimitsAreForces)
+ driveScale = V4SetW(driveScale, FMin(one, dtV));
+
+
+ Vec4V clin00 = V4LoadA(&con0->linear0.x);
+ Vec4V clin01 = V4LoadA(&con1->linear0.x);
+ Vec4V clin02 = V4LoadA(&con2->linear0.x);
+ Vec4V clin03 = V4LoadA(&con3->linear0.x);
+
+ Vec4V cang00 = V4LoadA(&con0->angular0.x);
+ Vec4V cang01 = V4LoadA(&con1->angular0.x);
+ Vec4V cang02 = V4LoadA(&con2->angular0.x);
+ Vec4V cang03 = V4LoadA(&con3->angular0.x);
+
+ Vec4V clin0X, clin0Y, clin0Z;
+ Vec4V cang0X, cang0Y, cang0Z;
+
+ PX_TRANSPOSE_44_34(clin00, clin01, clin02, clin03, clin0X, clin0Y, clin0Z);
+ PX_TRANSPOSE_44_34(cang00, cang01, cang02, cang03, cang0X, cang0Y, cang0Z);
+
+ const Vec4V maxImpulse = V4LoadXYZW(con0->maxImpulse, con1->maxImpulse, con2->maxImpulse, con3->maxImpulse);
+ const Vec4V minImpulse = V4LoadXYZW(con0->minImpulse, con1->minImpulse, con2->minImpulse, con3->minImpulse);
+
+ Vec4V angDelta0X, angDelta0Y, angDelta0Z;
+
+ PX_TRANSPOSE_44_34(cangDelta00, cangDelta01, cangDelta02, cangDelta03, angDelta0X, angDelta0Y, angDelta0Z);
+
+ c->flags[0] = 0;
+ c->flags[1] = 0;
+ c->flags[2] = 0;
+ c->flags[3] = 0;
+
+ c->lin0X = clin0X;
+ c->lin0Y = clin0Y;
+ c->lin0Z = clin0Z;
+ c->ang0X = angDelta0X;
+ c->ang0Y = angDelta0Y;
+ c->ang0Z = angDelta0Z;
+ c->ang0WritebackX = cang0X;
+ c->ang0WritebackY = cang0Y;
+ c->ang0WritebackZ = cang0Z;
+
+ c->minImpulse = V4Mul(minImpulse, driveScale);
+ c->maxImpulse = V4Mul(maxImpulse, driveScale);
+ c->appliedForce = zero;
+
+ const Vec4V lin0MagSq = V4MulAdd(clin0Z, clin0Z, V4MulAdd(clin0Y, clin0Y, V4Mul(clin0X, clin0X)));
+ const Vec4V cang0DotAngDelta = V4MulAdd(angDelta0Z, angDelta0Z, V4MulAdd(angDelta0Y, angDelta0Y, V4Mul(angDelta0X, angDelta0X)));
+ c->flags[0] = 0;
+ c->flags[1] = 0;
+ c->flags[2] = 0;
+ c->flags[3] = 0;
+
+ Vec4V unitResponse = V4MulAdd(lin0MagSq, invMass0, V4Mul(cang0DotAngDelta, invInertiaScale0));
+
+ Vec4V clin10 = V4LoadA(&con0->linear1.x);
+ Vec4V clin11 = V4LoadA(&con1->linear1.x);
+ Vec4V clin12 = V4LoadA(&con2->linear1.x);
+ Vec4V clin13 = V4LoadA(&con3->linear1.x);
+
+ Vec4V cang10 = V4LoadA(&con0->angular1.x);
+ Vec4V cang11 = V4LoadA(&con1->angular1.x);
+ Vec4V cang12 = V4LoadA(&con2->angular1.x);
+ Vec4V cang13 = V4LoadA(&con3->angular1.x);
+
+ Vec4V clin1X, clin1Y, clin1Z;
+ Vec4V cang1X, cang1Y, cang1Z;
+ PX_TRANSPOSE_44_34(clin10, clin11, clin12, clin13, clin1X, clin1Y, clin1Z);
+ PX_TRANSPOSE_44_34(cang10, cang11, cang12, cang13, cang1X, cang1Y, cang1Z);
+
+ Vec4V angDelta1X, angDelta1Y, angDelta1Z;
+
+ PX_TRANSPOSE_44_34(cangDelta10, cangDelta11, cangDelta12, cangDelta13, angDelta1X, angDelta1Y, angDelta1Z);
+
+ const Vec4V lin1MagSq = V4MulAdd(clin1Z, clin1Z, V4MulAdd(clin1Y, clin1Y, V4Mul(clin1X, clin1X)));
+ const Vec4V cang1DotAngDelta = V4MulAdd(angDelta1Z, angDelta1Z, V4MulAdd(angDelta1Y, angDelta1Y, V4Mul(angDelta1X, angDelta1X)));
+
+ c->lin1X = clin1X;
+ c->lin1Y = clin1Y;
+ c->lin1Z = clin1Z;
+
+ c->ang1X = angDelta1X;
+ c->ang1Y = angDelta1Y;
+ c->ang1Z = angDelta1Z;
+
+ unitResponse = V4Add(unitResponse, V4MulAdd(lin1MagSq, invMass1, V4Mul(cang1DotAngDelta, invInertiaScale1)));
+
+ Vec4V linProj0(V4Mul(clin0X, linVel0T0));
+ Vec4V linProj1(V4Mul(clin1X, linVel1T0));
+ Vec4V angProj0(V4Mul(cang0X, angVel0T0));
+ Vec4V angProj1(V4Mul(cang1X, angVel1T0));
+
+ linProj0 = V4MulAdd(clin0Y, linVel0T1, linProj0);
+ linProj1 = V4MulAdd(clin1Y, linVel1T1, linProj1);
+ angProj0 = V4MulAdd(cang0Y, angVel0T1, angProj0);
+ angProj1 = V4MulAdd(cang1Y, angVel1T1, angProj1);
+
+ linProj0 = V4MulAdd(clin0Z, linVel0T2, linProj0);
+ linProj1 = V4MulAdd(clin1Z, linVel1T2, linProj1);
+ angProj0 = V4MulAdd(cang0Z, angVel0T2, angProj0);
+ angProj1 = V4MulAdd(cang1Z, angVel1T2, angProj1);
+
+ const Vec4V projectVel0 = V4Add(linProj0, angProj0);
+ const Vec4V projectVel1 = V4Add(linProj1, angProj1);
+
+ const Vec4V normalVel = V4Sub(projectVel0, projectVel1);
+
+
+ {
+ const PxVec4& ur = reinterpret_cast<const PxVec4&>(unitResponse);
+ PxVec4& cConstant = reinterpret_cast<PxVec4&>(c->constant);
+ PxVec4& cUnbiasedConstant = reinterpret_cast<PxVec4&>(c->unbiasedConstant);
+ PxVec4& cVelMultiplier = reinterpret_cast<PxVec4&>(c->velMultiplier);
+ PxVec4& cImpulseMultiplier = reinterpret_cast<PxVec4&>(c->impulseMultiplier);
+
+ setConstants(cConstant.x, cUnbiasedConstant.x, cVelMultiplier.x, cImpulseMultiplier.x,
+ *con0, ur.x, constraintDescs[0].minResponseThreshold, erp[0], dt, recipdt,
+ *constraintDescs[0].data0, *constraintDescs[0].data1, a >= constraintDescs[0].numRows);
+
+ setConstants(cConstant.y, cUnbiasedConstant.y, cVelMultiplier.y, cImpulseMultiplier.y,
+ *con1, ur.y, constraintDescs[1].minResponseThreshold, erp[1], dt, recipdt,
+ *constraintDescs[1].data0, *constraintDescs[1].data1, a >= constraintDescs[1].numRows);
+
+ setConstants(cConstant.z, cUnbiasedConstant.z, cVelMultiplier.z, cImpulseMultiplier.z,
+ *con2, ur.z, constraintDescs[2].minResponseThreshold, erp[2], dt, recipdt,
+ *constraintDescs[2].data0, *constraintDescs[2].data1, a >= constraintDescs[2].numRows);
+
+ setConstants(cConstant.w, cUnbiasedConstant.w, cVelMultiplier.w, cImpulseMultiplier.w,
+ *con3, ur.w, constraintDescs[3].minResponseThreshold, erp[3], dt, recipdt,
+ *constraintDescs[3].data0, *constraintDescs[3].data1, a >= constraintDescs[3].numRows);
+ }
+
+ const Vec4V velBias = V4Mul(c->velMultiplier, normalVel);
+ c->constant = V4Add(c->constant, velBias);
+ c->unbiasedConstant = V4Add(c->unbiasedConstant, velBias);
+
+ if(con0->flags & Px1DConstraintFlag::eOUTPUT_FORCE)
+ c->flags[0] |= DY_SC_FLAG_OUTPUT_FORCE;
+ if(con1->flags & Px1DConstraintFlag::eOUTPUT_FORCE)
+ c->flags[1] |= DY_SC_FLAG_OUTPUT_FORCE;
+ if(con2->flags & Px1DConstraintFlag::eOUTPUT_FORCE)
+ c->flags[2] |= DY_SC_FLAG_OUTPUT_FORCE;
+ if(con3->flags & Px1DConstraintFlag::eOUTPUT_FORCE)
+ c->flags[3] |= DY_SC_FLAG_OUTPUT_FORCE;
+ }
+ *(reinterpret_cast<PxU32*>(currPtr)) = 0;
+ *(reinterpret_cast<PxU32*>(currPtr + 4)) = 0;
+ }
+
+ //OK, we're ready to allocate and solve prep these constraints now :-)
+ return SolverConstraintPrepState::eSUCCESS;
+}
+
+}
+
+}