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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelDynamics/src/DyContactPrep4.cpp | |
| download | physx-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/DyContactPrep4.cpp')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DyContactPrep4.cpp | 1478 |
1 files changed, 1478 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DyContactPrep4.cpp b/PhysX_3.4/Source/LowLevelDynamics/src/DyContactPrep4.cpp new file mode 100644 index 00000000..5bbf9637 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DyContactPrep4.cpp @@ -0,0 +1,1478 @@ +// 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/PxPreprocessor.h" +#include "PxSceneDesc.h" +#include "PsVecMath.h" +#include "PsMathUtils.h" +#include "DySolverContact.h" +#include "DySolverContact4.h" +#include "DySolverConstraintTypes.h" +#include "PxcNpWorkUnit.h" +#include "DyThreadContext.h" +#include "DyContactPrep.h" +#include "PxcNpContactPrepShared.h" +#include "PxvDynamics.h" +#include "DyCorrelationBuffer.h" +#include "DyDynamics.h" +#include "DyArticulationContactPrep.h" +#include "PxsContactManager.h" + +#include "PsFoundation.h" + +using namespace physx; +using namespace Gu; + + +#include "PsVecMath.h" +#include "PxContactModifyCallback.h" +#include "PxsMaterialManager.h" +#include "PxsMaterialCombiner.h" +#include "DyContactPrepShared.h" + +using namespace Ps::aos; + +namespace physx +{ +namespace Dy +{ + +PxcCreateFinalizeSolverContactMethod4 createFinalizeMethods4[3] = +{ + createFinalizeSolverContacts4, + createFinalizeSolverContacts4Coulomb1D, + createFinalizeSolverContacts4Coulomb2D +}; + +inline bool ValidateVec4(const Vec4V v) +{ + PX_ALIGN(16, PxVec4 vF); + Ps::aos::V4StoreA(v, &vF.x); + return vF.isFinite(); +} + +static void setupFinalizeSolverConstraints4(PxSolverContactDesc* PX_RESTRICT descs, CorrelationBuffer& c, PxU8* PX_RESTRICT workspace, + const PxReal invDtF32, PxReal bounceThresholdF32, + const Ps::aos::Vec4VArg invMassScale0, const Ps::aos::Vec4VArg invInertiaScale0, + const Ps::aos::Vec4VArg invMassScale1, const Ps::aos::Vec4VArg invInertiaScale1) +{ + + //OK, we have a workspace of pre-allocated space to store all 4 descs in. We now need to create the constraints in it + + const Vec4V ccdMaxSeparation = Ps::aos::V4LoadXYZW(descs[0].maxCCDSeparation, descs[1].maxCCDSeparation, descs[2].maxCCDSeparation, descs[3].maxCCDSeparation); + + const Vec4V zero = V4Zero(); + const BoolV bFalse = BFFFF(); + const FloatV fZero = FZero(); + + PxU8 flags[4] = { PxU8(descs[0].hasForceThresholds ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0), + PxU8(descs[1].hasForceThresholds ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0), + PxU8(descs[2].hasForceThresholds ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0), + PxU8(descs[3].hasForceThresholds ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0) }; + + bool hasMaxImpulse = descs[0].hasMaxImpulse || descs[1].hasMaxImpulse || descs[2].hasMaxImpulse || descs[3].hasMaxImpulse; + + //The block is dynamic if **any** of the constraints have a non-static body B. This allows us to batch static and non-static constraints but we only get a memory/perf + //saving if all 4 are static. This simplifies the constraint partitioning such that it only needs to care about separating contacts and 1D constraints (which it already does) + bool isDynamic = false; + bool hasKinematic = false; + for(PxU32 a = 0; a < 4; ++a) + { + isDynamic = isDynamic || (descs[a].bodyState1 == PxSolverContactDesc::eDYNAMIC_BODY); + hasKinematic = hasKinematic || descs[a].bodyState1 == PxSolverContactDesc::eKINEMATIC_BODY; + } + + const PxU32 constraintSize = isDynamic ? sizeof(SolverContactBatchPointDynamic4) : sizeof(SolverContactBatchPointBase4); + const PxU32 frictionSize = isDynamic ? sizeof(SolverContactFrictionDynamic4) : sizeof(SolverContactFrictionBase4); + + PxU8* PX_RESTRICT ptr = workspace; + + const Vec4V dom0 = invMassScale0; + const Vec4V dom1 = invMassScale1; + const Vec4V angDom0 = invInertiaScale0; + const Vec4V angDom1 = invInertiaScale1; + + const Vec4V maxPenBias = V4Max(V4LoadXYZW(descs[0].data0->penBiasClamp, descs[1].data0->penBiasClamp, + descs[2].data0->penBiasClamp, descs[3].data0->penBiasClamp), + V4LoadXYZW(descs[0].data1->penBiasClamp, descs[1].data1->penBiasClamp, + descs[2].data1->penBiasClamp, descs[3].data1->penBiasClamp)); + + const Vec4V restDistance = V4LoadXYZW(descs[0].restDistance, descs[1].restDistance, descs[2].restDistance, + descs[3].restDistance); + + + //load up velocities + Vec4V linVel00 = V4LoadA(&descs[0].data0->linearVelocity.x); + Vec4V linVel10 = V4LoadA(&descs[1].data0->linearVelocity.x); + Vec4V linVel20 = V4LoadA(&descs[2].data0->linearVelocity.x); + Vec4V linVel30 = V4LoadA(&descs[3].data0->linearVelocity.x); + + Vec4V linVel01 = V4LoadA(&descs[0].data1->linearVelocity.x); + Vec4V linVel11 = V4LoadA(&descs[1].data1->linearVelocity.x); + Vec4V linVel21 = V4LoadA(&descs[2].data1->linearVelocity.x); + Vec4V linVel31 = V4LoadA(&descs[3].data1->linearVelocity.x); + + Vec4V angVel00 = V4LoadA(&descs[0].data0->angularVelocity.x); + Vec4V angVel10 = V4LoadA(&descs[1].data0->angularVelocity.x); + Vec4V angVel20 = V4LoadA(&descs[2].data0->angularVelocity.x); + Vec4V angVel30 = V4LoadA(&descs[3].data0->angularVelocity.x); + + Vec4V angVel01 = V4LoadA(&descs[0].data1->angularVelocity.x); + Vec4V angVel11 = V4LoadA(&descs[1].data1->angularVelocity.x); + Vec4V angVel21 = V4LoadA(&descs[2].data1->angularVelocity.x); + Vec4V angVel31 = V4LoadA(&descs[3].data1->angularVelocity.x); + + Vec4V linVelT00, linVelT10, linVelT20; + Vec4V linVelT01, linVelT11, linVelT21; + Vec4V angVelT00, angVelT10, angVelT20; + Vec4V angVelT01, angVelT11, angVelT21; + + PX_TRANSPOSE_44_34(linVel00, linVel10, linVel20, linVel30, linVelT00, linVelT10, linVelT20); + PX_TRANSPOSE_44_34(linVel01, linVel11, linVel21, linVel31, linVelT01, linVelT11, linVelT21); + PX_TRANSPOSE_44_34(angVel00, angVel10, angVel20, angVel30, angVelT00, angVelT10, angVelT20); + PX_TRANSPOSE_44_34(angVel01, angVel11, angVel21, angVel31, angVelT01, angVelT11, angVelT21); + + const Vec4V vrelX = V4Sub(linVelT00, linVelT01); + const Vec4V vrelY = V4Sub(linVelT10, linVelT11); + const Vec4V vrelZ = V4Sub(linVelT20, linVelT21); + + //Load up masses and invInertia + + /*const Vec4V sqrtInvMass0 = V4Merge(FLoad(descs[0].data0->sqrtInvMass), FLoad(descs[1].data0->sqrtInvMass), FLoad(descs[2].data0->sqrtInvMass), + FLoad(descs[3].data0->sqrtInvMass)); + + const Vec4V sqrtInvMass1 = V4Merge(FLoad(descs[0].data1->sqrtInvMass), FLoad(descs[1].data1->sqrtInvMass), FLoad(descs[2].data1->sqrtInvMass), + FLoad(descs[3].data1->sqrtInvMass));*/ + + const Vec4V invMass0 = V4LoadXYZW(descs[0].data0->invMass, descs[1].data0->invMass, descs[2].data0->invMass, descs[3].data0->invMass); + const Vec4V invMass1 = V4LoadXYZW(descs[0].data1->invMass, descs[1].data1->invMass, descs[2].data1->invMass, descs[3].data1->invMass); + + const Vec4V invMass0D0 = V4Mul(dom0, invMass0); + const Vec4V invMass1D1 = V4Mul(dom1, invMass1); + + Vec4V invInertia00X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[0].data0->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia00Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[0].data0->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia00Z = Vec4V_From_Vec3V(V3LoadU(descs[0].data0->sqrtInvInertia.column2)); + + Vec4V invInertia10X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[1].data0->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia10Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[1].data0->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia10Z = Vec4V_From_Vec3V(V3LoadU(descs[1].data0->sqrtInvInertia.column2)); + + Vec4V invInertia20X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[2].data0->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia20Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[2].data0->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia20Z = Vec4V_From_Vec3V(V3LoadU(descs[2].data0->sqrtInvInertia.column2)); + + Vec4V invInertia30X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[3].data0->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia30Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[3].data0->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia30Z = Vec4V_From_Vec3V(V3LoadU(descs[3].data0->sqrtInvInertia.column2)); + + Vec4V invInertia01X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[0].data1->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia01Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[0].data1->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia01Z = Vec4V_From_Vec3V(V3LoadU(descs[0].data1->sqrtInvInertia.column2)); + + Vec4V invInertia11X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[1].data1->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia11Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[1].data1->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia11Z = Vec4V_From_Vec3V(V3LoadU(descs[1].data1->sqrtInvInertia.column2)); + + Vec4V invInertia21X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[2].data1->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia21Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[2].data1->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia21Z = Vec4V_From_Vec3V(V3LoadU(descs[2].data1->sqrtInvInertia.column2)); + + Vec4V invInertia31X = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[3].data1->sqrtInvInertia.column0)); // PT: safe because 'column1' follows 'column0' in PxMat33 + Vec4V invInertia31Y = Vec4V_From_Vec3V(V3LoadU_SafeReadW(descs[3].data1->sqrtInvInertia.column1)); // PT: safe because 'column2' follows 'column1' in PxMat33 + Vec4V invInertia31Z = Vec4V_From_Vec3V(V3LoadU(descs[3].data1->sqrtInvInertia.column2)); + + Vec4V invInertia0X0, invInertia0X1, invInertia0X2; + Vec4V invInertia0Y0, invInertia0Y1, invInertia0Y2; + Vec4V invInertia0Z0, invInertia0Z1, invInertia0Z2; + + Vec4V invInertia1X0, invInertia1X1, invInertia1X2; + Vec4V invInertia1Y0, invInertia1Y1, invInertia1Y2; + Vec4V invInertia1Z0, invInertia1Z1, invInertia1Z2; + + PX_TRANSPOSE_44_34(invInertia00X, invInertia10X, invInertia20X, invInertia30X, invInertia0X0, invInertia0Y0, invInertia0Z0); + PX_TRANSPOSE_44_34(invInertia00Y, invInertia10Y, invInertia20Y, invInertia30Y, invInertia0X1, invInertia0Y1, invInertia0Z1); + PX_TRANSPOSE_44_34(invInertia00Z, invInertia10Z, invInertia20Z, invInertia30Z, invInertia0X2, invInertia0Y2, invInertia0Z2); + + PX_TRANSPOSE_44_34(invInertia01X, invInertia11X, invInertia21X, invInertia31X, invInertia1X0, invInertia1Y0, invInertia1Z0); + PX_TRANSPOSE_44_34(invInertia01Y, invInertia11Y, invInertia21Y, invInertia31Y, invInertia1X1, invInertia1Y1, invInertia1Z1); + PX_TRANSPOSE_44_34(invInertia01Z, invInertia11Z, invInertia21Z, invInertia31Z, invInertia1X2, invInertia1Y2, invInertia1Z2); + + + const FloatV invDt = FLoad(invDtF32); + const FloatV p8 = FLoad(0.8f); + const Vec4V p84 = V4Splat(p8); + const Vec4V bounceThreshold = V4Splat(FLoad(bounceThresholdF32)); + + const FloatV invDtp8 = FMul(invDt, p8); + + const Vec3V bodyFrame00p = V3LoadU(descs[0].bodyFrame0.p); + const Vec3V bodyFrame01p = V3LoadU(descs[1].bodyFrame0.p); + const Vec3V bodyFrame02p = V3LoadU(descs[2].bodyFrame0.p); + const Vec3V bodyFrame03p = V3LoadU(descs[3].bodyFrame0.p); + + Vec4V bodyFrame00p4 = Vec4V_From_Vec3V(bodyFrame00p); + Vec4V bodyFrame01p4 = Vec4V_From_Vec3V(bodyFrame01p); + Vec4V bodyFrame02p4 = Vec4V_From_Vec3V(bodyFrame02p); + Vec4V bodyFrame03p4 = Vec4V_From_Vec3V(bodyFrame03p); + + Vec4V bodyFrame0pX, bodyFrame0pY, bodyFrame0pZ; + PX_TRANSPOSE_44_34(bodyFrame00p4, bodyFrame01p4, bodyFrame02p4, bodyFrame03p4, bodyFrame0pX, bodyFrame0pY, bodyFrame0pZ); + + + const Vec3V bodyFrame10p = V3LoadU(descs[0].bodyFrame1.p); + const Vec3V bodyFrame11p = V3LoadU(descs[1].bodyFrame1.p); + const Vec3V bodyFrame12p = V3LoadU(descs[2].bodyFrame1.p); + const Vec3V bodyFrame13p = V3LoadU(descs[3].bodyFrame1.p); + + Vec4V bodyFrame10p4 = Vec4V_From_Vec3V(bodyFrame10p); + Vec4V bodyFrame11p4 = Vec4V_From_Vec3V(bodyFrame11p); + Vec4V bodyFrame12p4 = Vec4V_From_Vec3V(bodyFrame12p); + Vec4V bodyFrame13p4 = Vec4V_From_Vec3V(bodyFrame13p); + + Vec4V bodyFrame1pX, bodyFrame1pY, bodyFrame1pZ; + PX_TRANSPOSE_44_34(bodyFrame10p4, bodyFrame11p4, bodyFrame12p4, bodyFrame13p4, bodyFrame1pX, bodyFrame1pY, bodyFrame1pZ); + + + const QuatV bodyFrame00q = QuatVLoadU(&descs[0].bodyFrame0.q.x); + const QuatV bodyFrame01q = QuatVLoadU(&descs[1].bodyFrame0.q.x); + const QuatV bodyFrame02q = QuatVLoadU(&descs[2].bodyFrame0.q.x); + const QuatV bodyFrame03q = QuatVLoadU(&descs[3].bodyFrame0.q.x); + + const QuatV bodyFrame10q = QuatVLoadU(&descs[0].bodyFrame1.q.x); + const QuatV bodyFrame11q = QuatVLoadU(&descs[1].bodyFrame1.q.x); + const QuatV bodyFrame12q = QuatVLoadU(&descs[2].bodyFrame1.q.x); + const QuatV bodyFrame13q = QuatVLoadU(&descs[3].bodyFrame1.q.x); + + PxU32 frictionPatchWritebackAddrIndex0 = 0; + PxU32 frictionPatchWritebackAddrIndex1 = 0; + PxU32 frictionPatchWritebackAddrIndex2 = 0; + PxU32 frictionPatchWritebackAddrIndex3 = 0; + + Ps::prefetchLine(c.contactID); + Ps::prefetchLine(c.contactID, 128); + + PxU32 frictionIndex0 = 0, frictionIndex1 = 0, frictionIndex2 = 0, frictionIndex3 = 0; + //PxU32 contactIndex0 = 0, contactIndex1 = 0, contactIndex2 = 0, contactIndex3 = 0; + + + //OK, we iterate through all friction patch counts in the constraint patch, building up the constraint list etc. + + PxU32 maxPatches = PxMax(descs[0].numFrictionPatches, PxMax(descs[1].numFrictionPatches, PxMax(descs[2].numFrictionPatches, descs[3].numFrictionPatches))); + + const Vec4V p1 = V4Splat(FLoad(0.1f)); + const Vec4V orthoThreshold = V4Splat(FLoad(0.70710678f)); + + + PxU32 contact0 = 0, contact1 = 0, contact2 = 0, contact3 = 0; + PxU32 patch0 = 0, patch1 = 0, patch2 = 0, patch3 = 0; + + PxU8 flag = 0; + if(hasMaxImpulse) + flag |= SolverContactHeader4::eHAS_MAX_IMPULSE; + + for(PxU32 i=0;i<maxPatches;i++) + { + const bool hasFinished0 = i >= descs[0].numFrictionPatches; + const bool hasFinished1 = i >= descs[1].numFrictionPatches; + const bool hasFinished2 = i >= descs[2].numFrictionPatches; + const bool hasFinished3 = i >= descs[3].numFrictionPatches; + + + frictionIndex0 = hasFinished0 ? frictionIndex0 : descs[0].startFrictionPatchIndex + i; + frictionIndex1 = hasFinished1 ? frictionIndex1 : descs[1].startFrictionPatchIndex + i; + frictionIndex2 = hasFinished2 ? frictionIndex2 : descs[2].startFrictionPatchIndex + i; + frictionIndex3 = hasFinished3 ? frictionIndex3 : descs[3].startFrictionPatchIndex + i; + + PxU32 clampedContacts0 = hasFinished0 ? 0 : c.frictionPatchContactCounts[frictionIndex0]; + PxU32 clampedContacts1 = hasFinished1 ? 0 : c.frictionPatchContactCounts[frictionIndex1]; + PxU32 clampedContacts2 = hasFinished2 ? 0 : c.frictionPatchContactCounts[frictionIndex2]; + PxU32 clampedContacts3 = hasFinished3 ? 0 : c.frictionPatchContactCounts[frictionIndex3]; + + PxU32 firstPatch0 = c.correlationListHeads[frictionIndex0]; + PxU32 firstPatch1 = c.correlationListHeads[frictionIndex1]; + PxU32 firstPatch2 = c.correlationListHeads[frictionIndex2]; + PxU32 firstPatch3 = c.correlationListHeads[frictionIndex3]; + + const Gu::ContactPoint* contactBase0 = descs[0].contacts + c.contactPatches[firstPatch0].start; + const Gu::ContactPoint* contactBase1 = descs[1].contacts + c.contactPatches[firstPatch1].start; + const Gu::ContactPoint* contactBase2 = descs[2].contacts + c.contactPatches[firstPatch2].start; + const Gu::ContactPoint* contactBase3 = descs[3].contacts + c.contactPatches[firstPatch3].start; + + const Vec4V restitution = V4Neg(V4LoadXYZW(contactBase0->restitution, contactBase1->restitution, contactBase2->restitution, + contactBase3->restitution)); + + SolverContactHeader4* PX_RESTRICT header = reinterpret_cast<SolverContactHeader4*>(ptr); + ptr += sizeof(SolverContactHeader4); + + + header->flags[0] = flags[0]; + header->flags[1] = flags[1]; + header->flags[2] = flags[2]; + header->flags[3] = flags[3]; + + header->flag = flag; + + PxU32 totalContacts = PxMax(clampedContacts0, PxMax(clampedContacts1, PxMax(clampedContacts2, clampedContacts3))); + + Vec4V* PX_RESTRICT appliedNormalForces = reinterpret_cast<Vec4V*>(ptr); + ptr += sizeof(Vec4V)*totalContacts; + + PxMemZero(appliedNormalForces, sizeof(Vec4V) * totalContacts); + + header->numNormalConstr = Ps::to8(totalContacts); + header->numNormalConstr0 = Ps::to8(clampedContacts0); + header->numNormalConstr1 = Ps::to8(clampedContacts1); + header->numNormalConstr2 = Ps::to8(clampedContacts2); + header->numNormalConstr3 = Ps::to8(clampedContacts3); + //header->sqrtInvMassA = sqrtInvMass0; + //header->sqrtInvMassB = sqrtInvMass1; + header->invMass0D0 = invMass0D0; + header->invMass1D1 = invMass1D1; + header->angDom0 = angDom0; + header->angDom1 = angDom1; + header->shapeInteraction[0] = descs[0].shapeInteraction; header->shapeInteraction[1] = descs[1].shapeInteraction; + header->shapeInteraction[2] = descs[2].shapeInteraction; header->shapeInteraction[3] = descs[3].shapeInteraction; + + Vec4V* maxImpulse = reinterpret_cast<Vec4V*>(ptr + constraintSize * totalContacts); + + header->restitution = restitution; + + Vec4V normal0 = V4LoadA(&contactBase0->normal.x); + Vec4V normal1 = V4LoadA(&contactBase1->normal.x); + Vec4V normal2 = V4LoadA(&contactBase2->normal.x); + Vec4V normal3 = V4LoadA(&contactBase3->normal.x); + + Vec4V normalX, normalY, normalZ; + PX_TRANSPOSE_44_34(normal0, normal1, normal2, normal3, normalX, normalY, normalZ); + + PX_ASSERT(ValidateVec4(normalX)); + PX_ASSERT(ValidateVec4(normalY)); + PX_ASSERT(ValidateVec4(normalZ)); + + header->normalX = normalX; + header->normalY = normalY; + header->normalZ = normalZ; + + const Vec4V norVel0 = V4MulAdd(normalZ, linVelT20, V4MulAdd(normalY, linVelT10, V4Mul(normalX, linVelT00))); + const Vec4V norVel1 = V4MulAdd(normalZ, linVelT21, V4MulAdd(normalY, linVelT11, V4Mul(normalX, linVelT01))); + const Vec4V relNorVel = V4Sub(norVel0, norVel1); + + //For all correlation heads - need to pull this out I think + + //OK, we have a counter for all our patches... + PxU32 finished = (PxU32(hasFinished0)) | + ((PxU32(hasFinished1)) << 1) | + ((PxU32(hasFinished2)) << 2) | + ((PxU32(hasFinished3)) << 3); + + CorrelationListIterator iter0(c, firstPatch0); + CorrelationListIterator iter1(c, firstPatch1); + CorrelationListIterator iter2(c, firstPatch2); + CorrelationListIterator iter3(c, firstPatch3); + + //PxU32 contact0, contact1, contact2, contact3; + //PxU32 patch0, patch1, patch2, patch3; + + if(!hasFinished0) + iter0.nextContact(patch0, contact0); + if(!hasFinished1) + iter1.nextContact(patch1, contact1); + if(!hasFinished2) + iter2.nextContact(patch2, contact2); + if(!hasFinished3) + iter3.nextContact(patch3, contact3); + + PxU8* p = ptr; + + PxU32 contactCount = 0; + PxU32 newFinished = + (PxU32(hasFinished0 || !iter0.hasNextContact())) | + ((PxU32(hasFinished1 || !iter1.hasNextContact())) << 1) | + ((PxU32(hasFinished2 || !iter2.hasNextContact())) << 2) | + ((PxU32(hasFinished3 || !iter3.hasNextContact())) << 3); + + while(finished != 0xf) + { + finished = newFinished; + ++contactCount; + Ps::prefetchLine(p, 384); + Ps::prefetchLine(p, 512); + Ps::prefetchLine(p, 640); + + SolverContactBatchPointBase4* PX_RESTRICT solverContact = reinterpret_cast<SolverContactBatchPointBase4*>(p); + p += constraintSize; + + const Gu::ContactPoint& con0 = descs[0].contacts[c.contactPatches[patch0].start + contact0]; + const Gu::ContactPoint& con1 = descs[1].contacts[c.contactPatches[patch1].start + contact1]; + const Gu::ContactPoint& con2 = descs[2].contacts[c.contactPatches[patch2].start + contact2]; + const Gu::ContactPoint& con3 = descs[3].contacts[c.contactPatches[patch3].start + contact3]; + + //Now we need to splice these 4 contacts into a single structure + + { + Vec4V point0 = V4LoadA(&con0.point.x); + Vec4V point1 = V4LoadA(&con1.point.x); + Vec4V point2 = V4LoadA(&con2.point.x); + Vec4V point3 = V4LoadA(&con3.point.x); + + Vec4V pointX, pointY, pointZ; + PX_TRANSPOSE_44_34(point0, point1, point2, point3, pointX, pointY, pointZ); + + PX_ASSERT(ValidateVec4(pointX)); + PX_ASSERT(ValidateVec4(pointY)); + PX_ASSERT(ValidateVec4(pointZ)); + + Vec4V cTargetVel0 = V4LoadA(&con0.targetVel.x); + Vec4V cTargetVel1 = V4LoadA(&con1.targetVel.x); + Vec4V cTargetVel2 = V4LoadA(&con2.targetVel.x); + Vec4V cTargetVel3 = V4LoadA(&con3.targetVel.x); + + Vec4V cTargetVelX, cTargetVelY, cTargetVelZ; + PX_TRANSPOSE_44_34(cTargetVel0, cTargetVel1, cTargetVel2, cTargetVel3, cTargetVelX, cTargetVelY, cTargetVelZ); + + const Vec4V separation = V4LoadXYZW(con0.separation, con1.separation, con2.separation, con3.separation); + + const Vec4V cTargetNorVel = V4MulAdd(cTargetVelX, normalX, V4MulAdd(cTargetVelY, normalY, V4Mul(cTargetVelZ, normalZ))); + + const Vec4V raX = V4Sub(pointX, bodyFrame0pX); + const Vec4V raY = V4Sub(pointY, bodyFrame0pY); + const Vec4V raZ = V4Sub(pointZ, bodyFrame0pZ); + + const Vec4V rbX = V4Sub(pointX, bodyFrame1pX); + const Vec4V rbY = V4Sub(pointY, bodyFrame1pY); + const Vec4V rbZ = V4Sub(pointZ, bodyFrame1pZ); + + PX_ASSERT(ValidateVec4(raX)); + PX_ASSERT(ValidateVec4(raY)); + PX_ASSERT(ValidateVec4(raZ)); + + PX_ASSERT(ValidateVec4(rbX)); + PX_ASSERT(ValidateVec4(rbY)); + PX_ASSERT(ValidateVec4(rbZ)); + + + //raXn = cross(ra, normal) which = Vec3V( a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x); + + const Vec4V raXnX = V4NegMulSub(raZ, normalY, V4Mul(raY, normalZ)); + const Vec4V raXnY = V4NegMulSub(raX, normalZ, V4Mul(raZ, normalX)); + const Vec4V raXnZ = V4NegMulSub(raY, normalX, V4Mul(raX, normalY)); + + Vec4V delAngVel0X = V4Mul(invInertia0X0, raXnX); + Vec4V delAngVel0Y = V4Mul(invInertia0X1, raXnX); + Vec4V delAngVel0Z = V4Mul(invInertia0X2, raXnX); + + delAngVel0X = V4MulAdd(invInertia0Y0, raXnY, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Y1, raXnY, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Y2, raXnY, delAngVel0Z); + + delAngVel0X = V4MulAdd(invInertia0Z0, raXnZ, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Z1, raXnZ, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Z2, raXnZ, delAngVel0Z); + + + PX_ASSERT(ValidateVec4(delAngVel0X)); + PX_ASSERT(ValidateVec4(delAngVel0Y)); + PX_ASSERT(ValidateVec4(delAngVel0Z)); + + const Vec4V dotDelAngVel0 = V4MulAdd(delAngVel0X, delAngVel0X, V4MulAdd(delAngVel0Y, delAngVel0Y, V4Mul(delAngVel0Z, delAngVel0Z))); + const Vec4V dotRaXnAngVel0 = V4MulAdd(raXnZ, angVelT20, V4MulAdd(raXnY, angVelT10, V4Mul(raXnX, angVelT00))); + + Vec4V unitResponse = V4MulAdd(invMass0D0, angDom0, dotDelAngVel0); + Vec4V vrel = V4Add(relNorVel, dotRaXnAngVel0); + + + //The dynamic-only parts - need to if-statement these up. A branch here shouldn't cost us too much + if(isDynamic) + { + SolverContactBatchPointDynamic4* PX_RESTRICT dynamicContact = static_cast<SolverContactBatchPointDynamic4*>(solverContact); + const Vec4V rbXnX = V4NegMulSub(rbZ, normalY, V4Mul(rbY, normalZ)); + const Vec4V rbXnY = V4NegMulSub(rbX, normalZ, V4Mul(rbZ, normalX)); + const Vec4V rbXnZ = V4NegMulSub(rbY, normalX, V4Mul(rbX, normalY)); + + Vec4V delAngVel1X = V4Mul(invInertia1X0, rbXnX); + Vec4V delAngVel1Y = V4Mul(invInertia1X1, rbXnX); + Vec4V delAngVel1Z = V4Mul(invInertia1X2, rbXnX); + + delAngVel1X = V4MulAdd(invInertia1Y0, rbXnY, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Y1, rbXnY, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Y2, rbXnY, delAngVel1Z); + + delAngVel1X = V4MulAdd(invInertia1Z0, rbXnZ, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Z1, rbXnZ, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Z2, rbXnZ, delAngVel1Z); + + PX_ASSERT(ValidateVec4(delAngVel1X)); + PX_ASSERT(ValidateVec4(delAngVel1Y)); + PX_ASSERT(ValidateVec4(delAngVel1Z)); + + const Vec4V dotDelAngVel1 = V4MulAdd(delAngVel1X, delAngVel1X, V4MulAdd(delAngVel1Y, delAngVel1Y, V4Mul(delAngVel1Z, delAngVel1Z))); + const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01))); + + const Vec4V resp1 = V4MulAdd(dotDelAngVel1, angDom1, invMass1D1); + + unitResponse = V4Add(unitResponse, resp1); + + vrel = V4Sub(vrel, dotRbXnAngVel1); + + //These are for dynamic-only contacts. + dynamicContact->rbXnX = delAngVel1X; + dynamicContact->rbXnY = delAngVel1Y; + dynamicContact->rbXnZ = delAngVel1Z; + + } + else if(hasKinematic) + { + const Vec4V rbXnX = V4NegMulSub(rbZ, normalY, V4Mul(rbY, normalZ)); + const Vec4V rbXnY = V4NegMulSub(rbX, normalZ, V4Mul(rbZ, normalX)); + const Vec4V rbXnZ = V4NegMulSub(rbY, normalX, V4Mul(rbX, normalY)); + + const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01))); + + vrel = V4Sub(vrel, dotRbXnAngVel1); + } + + const Vec4V velMultiplier = V4Sel(V4IsGrtr(unitResponse, zero), V4Recip(unitResponse), zero); + + const Vec4V penetration = V4Sub(separation, restDistance); + const Vec4V penInvDtPt8 = V4Max(maxPenBias, V4Scale(penetration, invDtp8)); + Vec4V scaledBias = V4Mul(penInvDtPt8, velMultiplier); + + const Vec4V penetrationInvDt = V4Scale(penetration, invDt); + + const BoolV isGreater2 = BAnd(BAnd(V4IsGrtr(zero, restitution), V4IsGrtr(bounceThreshold, vrel)), + V4IsGrtr(V4Neg(vrel), penetrationInvDt)); + + const BoolV ccdSeparationCondition = V4IsGrtrOrEq(ccdMaxSeparation, penetration); + + scaledBias = V4Sel(BAnd(ccdSeparationCondition, isGreater2), zero, V4Neg(scaledBias)); + + const Vec4V targetVelocity = V4Sel(isGreater2, V4Mul(velMultiplier, V4Mul(vrel, restitution)), zero); + + //Vec4V biasedErr = V4Sel(isGreater2, targetVelocity, scaledBias); + Vec4V biasedErr = V4Add(targetVelocity, scaledBias); + + biasedErr = V4NegMulSub(V4Sub(vrel, cTargetNorVel), velMultiplier, biasedErr); + + //These values are present for static and dynamic contacts + solverContact->raXnX = delAngVel0X; + solverContact->raXnY = delAngVel0Y; + solverContact->raXnZ = delAngVel0Z; + solverContact->velMultiplier = velMultiplier; + solverContact->biasedErr = biasedErr; + + //solverContact->scaledBias = V4Max(zero, scaledBias); + solverContact->scaledBias = V4Sel(isGreater2, scaledBias, V4Max(zero, scaledBias)); + + if(hasMaxImpulse) + { + maxImpulse[contactCount-1] = V4Merge(FLoad(con0.maxImpulse), FLoad(con1.maxImpulse), FLoad(con2.maxImpulse), + FLoad(con3.maxImpulse)); + } + } + if(!(finished & 0x1)) + { + iter0.nextContact(patch0, contact0); + newFinished |= PxU32(!iter0.hasNextContact()); + } + + if(!(finished & 0x2)) + { + iter1.nextContact(patch1, contact1); + newFinished |= (PxU32(!iter1.hasNextContact()) << 1); + } + + if(!(finished & 0x4)) + { + iter2.nextContact(patch2, contact2); + newFinished |= (PxU32(!iter2.hasNextContact()) << 2); + } + + if(!(finished & 0x8)) + { + iter3.nextContact(patch3, contact3); + newFinished |= (PxU32(!iter3.hasNextContact()) << 3); + } + } + ptr = p; + if(hasMaxImpulse) + { + ptr += sizeof(Vec4V) * totalContacts; + } + + //OK...friction time :-) + + Vec4V maxImpulseScale = V4One(); + { + const Vec4V staticFriction = V4LoadXYZW(contactBase0->staticFriction, contactBase1->staticFriction, + contactBase2->staticFriction, contactBase3->staticFriction); + + const Vec4V dynamicFriction = V4LoadXYZW(contactBase0->dynamicFriction, contactBase1->dynamicFriction, + contactBase2->dynamicFriction, contactBase3->dynamicFriction); + + PX_ASSERT(totalContacts == contactCount); + header->dynamicFriction = dynamicFriction; + header->staticFriction = staticFriction; + + const FrictionPatch& frictionPatch0 = c.frictionPatches[frictionIndex0]; + const FrictionPatch& frictionPatch1 = c.frictionPatches[frictionIndex1]; + const FrictionPatch& frictionPatch2 = c.frictionPatches[frictionIndex2]; + const FrictionPatch& frictionPatch3 = c.frictionPatches[frictionIndex3]; + + PxU32 anchorCount0 = frictionPatch0.anchorCount; + PxU32 anchorCount1 = frictionPatch1.anchorCount; + PxU32 anchorCount2 = frictionPatch2.anchorCount; + PxU32 anchorCount3 = frictionPatch3.anchorCount; + + PxU32 clampedAnchorCount0 = hasFinished0 || (contactBase0->materialFlags & PxMaterialFlag::eDISABLE_FRICTION) ? 0 : anchorCount0; + PxU32 clampedAnchorCount1 = hasFinished1 || (contactBase1->materialFlags & PxMaterialFlag::eDISABLE_FRICTION) ? 0 : anchorCount1; + PxU32 clampedAnchorCount2 = hasFinished2 || (contactBase2->materialFlags & PxMaterialFlag::eDISABLE_FRICTION) ? 0 : anchorCount2; + PxU32 clampedAnchorCount3 = hasFinished3 || (contactBase3->materialFlags & PxMaterialFlag::eDISABLE_FRICTION) ? 0 : anchorCount3; + + const PxU32 maxAnchorCount = PxMax(clampedAnchorCount0, PxMax(clampedAnchorCount1, PxMax(clampedAnchorCount2, clampedAnchorCount3))); + + //if(clampedAnchorCount0 != clampedAnchorCount1 || clampedAnchorCount0 != clampedAnchorCount2 || clampedAnchorCount0 != clampedAnchorCount3) + // Ps::debugBreak(); + + + //const bool haveFriction = maxAnchorCount != 0; + header->numFrictionConstr = Ps::to8(maxAnchorCount*2); + header->numFrictionConstr0 = Ps::to8(clampedAnchorCount0*2); + header->numFrictionConstr1 = Ps::to8(clampedAnchorCount1*2); + header->numFrictionConstr2 = Ps::to8(clampedAnchorCount2*2); + header->numFrictionConstr3 = Ps::to8(clampedAnchorCount3*2); + + //KS - TODO - extend this if needed + header->type = Ps::to8(isDynamic ? DY_SC_TYPE_BLOCK_RB_CONTACT : DY_SC_TYPE_BLOCK_STATIC_RB_CONTACT); + + if(maxAnchorCount) + { + + //Allocate the shared friction data... + + SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(ptr); + ptr += sizeof(SolverFrictionSharedData4); + PX_UNUSED(fd); + + const BoolV cond =V4IsGrtr(orthoThreshold, V4Abs(normalX)); + + const Vec4V t0FallbackX = V4Sel(cond, zero, V4Neg(normalY)); + const Vec4V t0FallbackY = V4Sel(cond, V4Neg(normalZ), normalX); + const Vec4V t0FallbackZ = V4Sel(cond, normalY, zero); + + //const Vec4V dotNormalVrel = V4MulAdd(normalZ, vrelZ, V4MulAdd(normalY, vrelY, V4Mul(normalX, vrelX))); + const Vec4V vrelSubNorVelX = V4NegMulSub(normalX, relNorVel, vrelX); + const Vec4V vrelSubNorVelY = V4NegMulSub(normalY, relNorVel, vrelY); + const Vec4V vrelSubNorVelZ = V4NegMulSub(normalZ, relNorVel, vrelZ); + + const Vec4V lenSqvrelSubNorVelZ = V4MulAdd(vrelSubNorVelX, vrelSubNorVelX, V4MulAdd(vrelSubNorVelY, vrelSubNorVelY, V4Mul(vrelSubNorVelZ, vrelSubNorVelZ))); + + const BoolV bcon2 = V4IsGrtr(lenSqvrelSubNorVelZ, p1); + + Vec4V t0X = V4Sel(bcon2, vrelSubNorVelX, t0FallbackX); + Vec4V t0Y = V4Sel(bcon2, vrelSubNorVelY, t0FallbackY); + Vec4V t0Z = V4Sel(bcon2, vrelSubNorVelZ, t0FallbackZ); + + + //Now normalize this... + const Vec4V recipLen = V4Rsqrt(V4MulAdd(t0Z, t0Z, V4MulAdd(t0Y, t0Y, V4Mul(t0X, t0X)))); + + t0X = V4Mul(t0X, recipLen); + t0Y = V4Mul(t0Y, recipLen); + t0Z = V4Mul(t0Z, recipLen); + + Vec4V t1X = V4NegMulSub(normalZ, t0Y, V4Mul(normalY, t0Z)); + Vec4V t1Y = V4NegMulSub(normalX, t0Z, V4Mul(normalZ, t0X)); + Vec4V t1Z = V4NegMulSub(normalY, t0X, V4Mul(normalX, t0Y)); + + PX_ASSERT((uintptr_t(descs[0].frictionPtr) & 0xF) == 0); + PX_ASSERT((uintptr_t(descs[1].frictionPtr) & 0xF) == 0); + PX_ASSERT((uintptr_t(descs[2].frictionPtr) & 0xF) == 0); + PX_ASSERT((uintptr_t(descs[3].frictionPtr) & 0xF) == 0); + + + PxU8* PX_RESTRICT writeback0 = descs[0].frictionPtr + frictionPatchWritebackAddrIndex0*sizeof(FrictionPatch); + PxU8* PX_RESTRICT writeback1 = descs[1].frictionPtr + frictionPatchWritebackAddrIndex1*sizeof(FrictionPatch); + PxU8* PX_RESTRICT writeback2 = descs[2].frictionPtr + frictionPatchWritebackAddrIndex2*sizeof(FrictionPatch); + PxU8* PX_RESTRICT writeback3 = descs[3].frictionPtr + frictionPatchWritebackAddrIndex3*sizeof(FrictionPatch); + + PxU32 index0 = 0, index1 = 0, index2 = 0, index3 = 0; + + fd->broken = bFalse; + fd->frictionBrokenWritebackByte[0] = writeback0; + fd->frictionBrokenWritebackByte[1] = writeback1; + fd->frictionBrokenWritebackByte[2] = writeback2; + fd->frictionBrokenWritebackByte[3] = writeback3; + + + fd->normalX[0] = t0X; + fd->normalY[0] = t0Y; + fd->normalZ[0] = t0Z; + + fd->normalX[1] = t1X; + fd->normalY[1] = t1Y; + fd->normalZ[1] = t1Z; + + Vec4V* PX_RESTRICT appliedForces = reinterpret_cast<Vec4V*>(ptr); + ptr += sizeof(Vec4V)*header->numFrictionConstr; + + PxMemZero(appliedForces, sizeof(Vec4V) * header->numFrictionConstr); + + for(PxU32 j = 0; j < maxAnchorCount; j++) + { + Ps::prefetchLine(ptr, 384); + Ps::prefetchLine(ptr, 512); + Ps::prefetchLine(ptr, 640); + SolverContactFrictionBase4* PX_RESTRICT f0 = reinterpret_cast<SolverContactFrictionBase4*>(ptr); + ptr += frictionSize; + SolverContactFrictionBase4* PX_RESTRICT f1 = reinterpret_cast<SolverContactFrictionBase4*>(ptr); + ptr += frictionSize; + + index0 = j < clampedAnchorCount0 ? j : index0; + index1 = j < clampedAnchorCount1 ? j : index1; + index2 = j < clampedAnchorCount2 ? j : index2; + index3 = j < clampedAnchorCount3 ? j : index3; + + if(j >= clampedAnchorCount0) + maxImpulseScale = V4SetX(maxImpulseScale, fZero); + if(j >= clampedAnchorCount1) + maxImpulseScale = V4SetY(maxImpulseScale, fZero); + if(j >= clampedAnchorCount2) + maxImpulseScale = V4SetZ(maxImpulseScale, fZero); + if(j >= clampedAnchorCount3) + maxImpulseScale = V4SetW(maxImpulseScale, fZero); + + t0X = V4Mul(maxImpulseScale, t0X); + t0Y = V4Mul(maxImpulseScale, t0Y); + t0Z = V4Mul(maxImpulseScale, t0Z); + + t1X = V4Mul(maxImpulseScale, t1X); + t1Y = V4Mul(maxImpulseScale, t1Y); + t1Z = V4Mul(maxImpulseScale, t1Z); + + + Vec3V body0Anchor0 = V3LoadU(frictionPatch0.body0Anchors[index0]); + Vec3V body0Anchor1 = V3LoadU(frictionPatch1.body0Anchors[index1]); + Vec3V body0Anchor2 = V3LoadU(frictionPatch2.body0Anchors[index2]); + Vec3V body0Anchor3 = V3LoadU(frictionPatch3.body0Anchors[index3]); + + Vec4V ra0 = Vec4V_From_Vec3V(QuatRotate(bodyFrame00q, body0Anchor0)); + Vec4V ra1 = Vec4V_From_Vec3V(QuatRotate(bodyFrame01q, body0Anchor1)); + Vec4V ra2 = Vec4V_From_Vec3V(QuatRotate(bodyFrame02q, body0Anchor2)); + Vec4V ra3 = Vec4V_From_Vec3V(QuatRotate(bodyFrame03q, body0Anchor3)); + + Vec4V raX, raY, raZ; + PX_TRANSPOSE_44_34(ra0, ra1, ra2, ra3, raX, raY, raZ); + + const Vec4V raWorldX = V4Add(raX, bodyFrame0pX); + const Vec4V raWorldY = V4Add(raY, bodyFrame0pY); + const Vec4V raWorldZ = V4Add(raZ, bodyFrame0pZ); + + Vec3V body1Anchor0 = V3LoadU(frictionPatch0.body1Anchors[index0]); + Vec3V body1Anchor1 = V3LoadU(frictionPatch1.body1Anchors[index1]); + Vec3V body1Anchor2 = V3LoadU(frictionPatch2.body1Anchors[index2]); + Vec3V body1Anchor3 = V3LoadU(frictionPatch3.body1Anchors[index3]); + + Vec4V rb0 = Vec4V_From_Vec3V(QuatRotate(bodyFrame10q, body1Anchor0)); + Vec4V rb1 = Vec4V_From_Vec3V(QuatRotate(bodyFrame11q, body1Anchor1)); + Vec4V rb2 = Vec4V_From_Vec3V(QuatRotate(bodyFrame12q, body1Anchor2)); + Vec4V rb3 = Vec4V_From_Vec3V(QuatRotate(bodyFrame13q, body1Anchor3)); + + Vec4V rbX, rbY, rbZ; + PX_TRANSPOSE_44_34(rb0, rb1, rb2, rb3, rbX, rbY, rbZ); + + const Vec4V rbWorldX = V4Add(rbX, bodyFrame1pX); + const Vec4V rbWorldY = V4Add(rbY, bodyFrame1pY); + const Vec4V rbWorldZ = V4Add(rbZ, bodyFrame1pZ); + + const Vec4V errorX = V4Sub(raWorldX, rbWorldX); + const Vec4V errorY = V4Sub(raWorldY, rbWorldY); + const Vec4V errorZ = V4Sub(raWorldZ, rbWorldZ); + + //KS - todo - get this working with per-point friction + //PxU32 index0 = /*perPointFriction ? c.contactID[i][j] : */c.contactPatches[c.correlationListHeads[i]].start; + + Vec4V targetVel0 = V4LoadA(&contactBase0->targetVel.x); + Vec4V targetVel1 = V4LoadA(&contactBase1->targetVel.x); + Vec4V targetVel2 = V4LoadA(&contactBase2->targetVel.x); + Vec4V targetVel3 = V4LoadA(&contactBase3->targetVel.x); + + Vec4V targetVelX, targetVelY, targetVelZ; + PX_TRANSPOSE_44_34(targetVel0, targetVel1, targetVel2, targetVel3, targetVelX, targetVelY, targetVelZ); + + + { + const Vec4V raXnX = V4NegMulSub(raZ, t0Y, V4Mul(raY, t0Z)); + const Vec4V raXnY = V4NegMulSub(raX, t0Z, V4Mul(raZ, t0X)); + const Vec4V raXnZ = V4NegMulSub(raY, t0X, V4Mul(raX, t0Y)); + + Vec4V delAngVel0X = V4Mul(invInertia0X0, raXnX); + Vec4V delAngVel0Y = V4Mul(invInertia0X1, raXnX); + Vec4V delAngVel0Z = V4Mul(invInertia0X2, raXnX); + + delAngVel0X = V4MulAdd(invInertia0Y0, raXnY, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Y1, raXnY, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Y2, raXnY, delAngVel0Z); + + delAngVel0X = V4MulAdd(invInertia0Z0, raXnZ, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Z1, raXnZ, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Z2, raXnZ, delAngVel0Z); + + const Vec4V dotDelAngVel0 = V4MulAdd(delAngVel0Z, delAngVel0Z, V4MulAdd(delAngVel0Y, delAngVel0Y, V4Mul(delAngVel0X, delAngVel0X))); + + Vec4V resp = V4MulAdd(dotDelAngVel0, angDom0, invMass0D0); + + const Vec4V tVel0 = V4MulAdd(t0Z, linVelT20, V4MulAdd(t0Y, linVelT10, V4Mul(t0X, linVelT00))); + Vec4V vrel = V4MulAdd(raXnZ, angVelT20, V4MulAdd(raXnY, angVelT10, V4MulAdd(raXnX, angVelT00, tVel0))); + + if(isDynamic) + { + SolverContactFrictionDynamic4* PX_RESTRICT dynamicF0 = static_cast<SolverContactFrictionDynamic4*>(f0); + + const Vec4V rbXnX = V4NegMulSub(rbZ, t0Y, V4Mul(rbY, t0Z)); + const Vec4V rbXnY = V4NegMulSub(rbX, t0Z, V4Mul(rbZ, t0X)); + const Vec4V rbXnZ = V4NegMulSub(rbY, t0X, V4Mul(rbX, t0Y)); + + Vec4V delAngVel1X = V4Mul(invInertia1X0, rbXnX); + Vec4V delAngVel1Y = V4Mul(invInertia1X1, rbXnX); + Vec4V delAngVel1Z = V4Mul(invInertia1X2, rbXnX); + + delAngVel1X = V4MulAdd(invInertia1Y0, rbXnY, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Y1, rbXnY, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Y2, rbXnY, delAngVel1Z); + + delAngVel1X = V4MulAdd(invInertia1Z0, rbXnZ, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Z1, rbXnZ, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Z2, rbXnZ, delAngVel1Z); + + const Vec4V dotDelAngVel1 = V4MulAdd(delAngVel1Z, delAngVel1Z, V4MulAdd(delAngVel1Y, delAngVel1Y, V4Mul(delAngVel1X, delAngVel1X))); + + const Vec4V resp1 = V4MulAdd(dotDelAngVel1, angDom1, invMass1D1); + + resp = V4Add(resp, resp1); + + dynamicF0->rbXnX = delAngVel1X; + dynamicF0->rbXnY = delAngVel1Y; + dynamicF0->rbXnZ = delAngVel1Z; + + const Vec4V tVel1 = V4MulAdd(t0Z, linVelT21, V4MulAdd(t0Y, linVelT11, V4Mul(t0X, linVelT01))); + const Vec4V vel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4MulAdd(rbXnX, angVelT01, tVel1))); + + vrel = V4Sub(vrel, vel1); + } + else if(hasKinematic) + { + const Vec4V rbXnX = V4NegMulSub(rbZ, t0Y, V4Mul(rbY, t0Z)); + const Vec4V rbXnY = V4NegMulSub(rbX, t0Z, V4Mul(rbZ, t0X)); + const Vec4V rbXnZ = V4NegMulSub(rbY, t0X, V4Mul(rbX, t0Y)); + + const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01))); + + vrel = V4Sub(vrel, dotRbXnAngVel1); + } + + + const Vec4V velMultiplier = V4Mul(maxImpulseScale, V4Sel(V4IsGrtr(resp, zero), V4Div(p84, resp), zero)); + + Vec4V bias = V4Scale(V4MulAdd(t0Z, errorZ, V4MulAdd(t0Y, errorY, V4Mul(t0X, errorX))), invDt); + + Vec4V targetVel = V4MulAdd(t0Z, targetVelZ,V4MulAdd(t0Y, targetVelY, V4Mul(t0X, targetVelX))); + targetVel = V4Sub(targetVel, vrel); + f0->targetVelocity = V4Neg(V4Mul(targetVel, velMultiplier)); + bias = V4Sub(bias, targetVel); + + f0->raXnX = delAngVel0X; + f0->raXnY = delAngVel0Y; + f0->raXnZ = delAngVel0Z; + f0->scaledBias = V4Mul(bias, velMultiplier); + f0->velMultiplier = velMultiplier; + } + + { + const Vec4V raXnX = V4NegMulSub(raZ, t1Y, V4Mul(raY, t1Z)); + const Vec4V raXnY = V4NegMulSub(raX, t1Z, V4Mul(raZ, t1X)); + const Vec4V raXnZ = V4NegMulSub(raY, t1X, V4Mul(raX, t1Y)); + + Vec4V delAngVel0X = V4Mul(invInertia0X0, raXnX); + Vec4V delAngVel0Y = V4Mul(invInertia0X1, raXnX); + Vec4V delAngVel0Z = V4Mul(invInertia0X2, raXnX); + + delAngVel0X = V4MulAdd(invInertia0Y0, raXnY, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Y1, raXnY, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Y2, raXnY, delAngVel0Z); + + delAngVel0X = V4MulAdd(invInertia0Z0, raXnZ, delAngVel0X); + delAngVel0Y = V4MulAdd(invInertia0Z1, raXnZ, delAngVel0Y); + delAngVel0Z = V4MulAdd(invInertia0Z2, raXnZ, delAngVel0Z); + + const Vec4V dotDelAngVel0 = V4MulAdd(delAngVel0Z, delAngVel0Z, V4MulAdd(delAngVel0Y, delAngVel0Y, V4Mul(delAngVel0X, delAngVel0X))); + + Vec4V resp = V4MulAdd(dotDelAngVel0, angDom0, invMass0D0); + + const Vec4V tVel0 = V4MulAdd(t1Z, linVelT20, V4MulAdd(t1Y, linVelT10, V4Mul(t1X, linVelT00))); + Vec4V vrel = V4MulAdd(raXnZ, angVelT20, V4MulAdd(raXnY, angVelT10, V4MulAdd(raXnX, angVelT00, tVel0))); + + if(isDynamic) + { + SolverContactFrictionDynamic4* PX_RESTRICT dynamicF1 = static_cast<SolverContactFrictionDynamic4*>(f1); + + const Vec4V rbXnX = V4NegMulSub(rbZ, t1Y, V4Mul(rbY, t1Z)); + const Vec4V rbXnY = V4NegMulSub(rbX, t1Z, V4Mul(rbZ, t1X)); + const Vec4V rbXnZ = V4NegMulSub(rbY, t1X, V4Mul(rbX, t1Y)); + + Vec4V delAngVel1X = V4Mul(invInertia1X0, rbXnX); + Vec4V delAngVel1Y = V4Mul(invInertia1X1, rbXnX); + Vec4V delAngVel1Z = V4Mul(invInertia1X2, rbXnX); + + delAngVel1X = V4MulAdd(invInertia1Y0, rbXnY, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Y1, rbXnY, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Y2, rbXnY, delAngVel1Z); + + delAngVel1X = V4MulAdd(invInertia1Z0, rbXnZ, delAngVel1X); + delAngVel1Y = V4MulAdd(invInertia1Z1, rbXnZ, delAngVel1Y); + delAngVel1Z = V4MulAdd(invInertia1Z2, rbXnZ, delAngVel1Z); + + const Vec4V dotDelAngVel1 = V4MulAdd(delAngVel1Z, delAngVel1Z, V4MulAdd(delAngVel1Y, delAngVel1Y, V4Mul(delAngVel1X, delAngVel1X))); + + const Vec4V resp1 = V4MulAdd(dotDelAngVel1, angDom1, invMass1D1); + + resp = V4Add(resp, resp1); + + dynamicF1->rbXnX = delAngVel1X; + dynamicF1->rbXnY = delAngVel1Y; + dynamicF1->rbXnZ = delAngVel1Z; + + const Vec4V tVel1 = V4MulAdd(t1Z, linVelT21, V4MulAdd(t1Y, linVelT11, V4Mul(t1X, linVelT01))); + const Vec4V vel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4MulAdd(rbXnX, angVelT01, tVel1))); + + vrel = V4Sub(vrel, vel1); + + } + else if(hasKinematic) + { + const Vec4V rbXnX = V4NegMulSub(rbZ, t1Y, V4Mul(rbY, t1Z)); + const Vec4V rbXnY = V4NegMulSub(rbX, t1Z, V4Mul(rbZ, t1X)); + const Vec4V rbXnZ = V4NegMulSub(rbY, t1X, V4Mul(rbX, t1Y)); + + const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01))); + + vrel = V4Sub(vrel, dotRbXnAngVel1); + } + + + const Vec4V velMultiplier = V4Mul(maxImpulseScale, V4Sel(V4IsGrtr(resp, zero), V4Div(p84, resp), zero)); + + Vec4V bias = V4Scale(V4MulAdd(t1Z, errorZ, V4MulAdd(t1Y, errorY, V4Mul(t1X, errorX))), invDt); + + Vec4V targetVel = V4MulAdd(t1Z, targetVelZ,V4MulAdd(t1Y, targetVelY, V4Mul(t1X, targetVelX))); + targetVel = V4Sub(targetVel, vrel); + f1->targetVelocity = V4Neg(V4Mul(targetVel, velMultiplier)); + bias = V4Sub(bias, targetVel); + f1->raXnX = delAngVel0X; + f1->raXnY = delAngVel0Y; + f1->raXnZ = delAngVel0Z; + f1->scaledBias = V4Mul(bias, velMultiplier); + f1->velMultiplier = velMultiplier; + } + } + + frictionPatchWritebackAddrIndex0++; + frictionPatchWritebackAddrIndex1++; + frictionPatchWritebackAddrIndex2++; + frictionPatchWritebackAddrIndex3++; + } + } + } +} + + + +PX_FORCE_INLINE void computeBlockStreamFrictionByteSizes(const CorrelationBuffer& c, + PxU32& _frictionPatchByteSize, PxU32& _numFrictionPatches, + PxU32 frictionPatchStartIndex, PxU32 frictionPatchEndIndex) +{ + // PT: use local vars to remove LHS + PxU32 numFrictionPatches = 0; + + for(PxU32 i = frictionPatchStartIndex; i < frictionPatchEndIndex; i++) + { + //Friction patches. + if(c.correlationListHeads[i] != CorrelationBuffer::LIST_END) + numFrictionPatches++; + } + PxU32 frictionPatchByteSize = numFrictionPatches*sizeof(FrictionPatch); + + _numFrictionPatches = numFrictionPatches; + + //16-byte alignment. + _frictionPatchByteSize = ((frictionPatchByteSize + 0x0f) & ~0x0f); + PX_ASSERT(0 == (_frictionPatchByteSize & 0x0f)); +} + +static bool reserveFrictionBlockStreams(const CorrelationBuffer& c, PxConstraintAllocator& constraintAllocator, PxU32 frictionPatchStartIndex, PxU32 frictionPatchEndIndex, + FrictionPatch*& _frictionPatches, + PxU32& numFrictionPatches) +{ + + //From frictionPatchStream we just need to reserve a single buffer. + PxU32 frictionPatchByteSize = 0; + //Compute the sizes of all the buffers. + + computeBlockStreamFrictionByteSizes(c, frictionPatchByteSize, numFrictionPatches, frictionPatchStartIndex, frictionPatchEndIndex); + + FrictionPatch* frictionPatches = NULL; + //If the constraint block reservation didn't fail then reserve the friction buffer too. + if(frictionPatchByteSize > 0) + { + frictionPatches = reinterpret_cast<FrictionPatch*>(constraintAllocator.reserveFrictionData(frictionPatchByteSize)); + + if(0==frictionPatches || (reinterpret_cast<FrictionPatch*>(-1))==frictionPatches) + { + if(0==frictionPatches) + { + PX_WARN_ONCE( + "Reached limit set by PxSceneDesc::maxNbContactDataBlocks - ran out of buffer space for constraint prep. " + "Either accept dropped contacts or increase buffer size allocated for narrow phase by increasing PxSceneDesc::maxNbContactDataBlocks."); + } + else + { + PX_WARN_ONCE( + "Attempting to allocate more than 16K of friction data for a single contact pair in constraint prep. " + "Either accept dropped contacts or simplify collision geometry."); + frictionPatches=NULL; + } + } + } + + _frictionPatches = frictionPatches; + + //Return true if neither of the two block reservations failed. + return (0==frictionPatchByteSize || frictionPatches); +} + +//The persistent friction patch correlation/allocation will already have happenned as this is per-pair. +//This function just computes the size of the combined solve data. +void computeBlockStreamByteSizes4(PxSolverContactDesc* descs, + PxU32& _solverConstraintByteSize, PxU32* _axisConstraintCount, + const CorrelationBuffer& c) +{ + PX_ASSERT(0 == _solverConstraintByteSize); + + PxU32 maxPatches = 0; + PxU32 maxFrictionPatches = 0; + PxU32 maxContactCount[CorrelationBuffer::MAX_FRICTION_PATCHES]; + PxU32 maxFrictionCount[CorrelationBuffer::MAX_FRICTION_PATCHES]; + PxMemZero(maxContactCount, sizeof(maxContactCount)); + PxMemZero(maxFrictionCount, sizeof(maxFrictionCount)); + bool hasMaxImpulse = false; + + for(PxU32 a = 0; a < 4; ++a) + { + PxU32 axisConstraintCount = 0; + hasMaxImpulse = hasMaxImpulse || descs[a].hasMaxImpulse; + for(PxU32 i = 0; i < descs[a].numFrictionPatches; i++) + { + PxU32 ind = i + descs[a].startFrictionPatchIndex; + + const FrictionPatch& frictionPatch = c.frictionPatches[ind]; + + const bool haveFriction = (frictionPatch.materialFlags & PxMaterialFlag::eDISABLE_FRICTION) == 0 + && frictionPatch.anchorCount != 0; + //Solver constraint data. + if(c.frictionPatchContactCounts[ind]!=0) + { + maxContactCount[i] = PxMax(c.frictionPatchContactCounts[ind], maxContactCount[i]); + axisConstraintCount += c.frictionPatchContactCounts[ind]; + + if(haveFriction) + { + const PxU32 fricCount = PxU32(c.frictionPatches[ind].anchorCount) * 2; + maxFrictionCount[i] = PxMax(fricCount, maxFrictionCount[i]); + axisConstraintCount += fricCount; + } + } + } + maxPatches = PxMax(descs[a].numFrictionPatches, maxPatches); + _axisConstraintCount[a] = axisConstraintCount; + } + + for(PxU32 a = 0; a < maxPatches; ++a) + { + if(maxFrictionCount[a] > 0) + maxFrictionPatches++; + } + + + PxU32 totalContacts = 0, totalFriction = 0; + for(PxU32 a = 0; a < maxPatches; ++a) + { + totalContacts += maxContactCount[a]; + totalFriction += maxFrictionCount[a]; + } + + //OK, we have a given number of friction patches, contact points and friction constraints so we can calculate how much memory we need + + //Body 2 is considered static if it is either *not dynamic* or *kinematic* + + bool hasDynamicBody = false; + for(PxU32 a = 0; a < 4; ++a) + { + hasDynamicBody = hasDynamicBody || ((descs[a].bodyState1 == PxSolverContactDesc::eDYNAMIC_BODY)); + } + + + const bool isStatic = !hasDynamicBody; + + const PxU32 headerSize = sizeof(SolverContactHeader4) * maxPatches + sizeof(SolverFrictionSharedData4) * maxFrictionPatches; + PxU32 constraintSize = isStatic ? (sizeof(SolverContactBatchPointBase4) * totalContacts) + ( sizeof(SolverContactFrictionBase4) * totalFriction) : + (sizeof(SolverContactBatchPointDynamic4) * totalContacts) + (sizeof(SolverContactFrictionDynamic4) * totalFriction); + + //Space for the appliedForce buffer + constraintSize += sizeof(Vec4V)*(totalContacts+totalFriction); + + //If we have max impulse, reserve a buffer for it + if(hasMaxImpulse) + constraintSize += sizeof(Ps::aos::Vec4V) * totalContacts; + + _solverConstraintByteSize = ((constraintSize + headerSize + 0x0f) & ~0x0f); + PX_ASSERT(0 == (_solverConstraintByteSize & 0x0f)); +} + +static SolverConstraintPrepState::Enum reserveBlockStreams4(PxSolverContactDesc* descs, Dy::CorrelationBuffer& c, + PxU8*& solverConstraint, PxU32* axisConstraintCount, + PxU32& solverConstraintByteSize, + PxConstraintAllocator& constraintAllocator) +{ + PX_ASSERT(NULL == solverConstraint); + PX_ASSERT(0 == solverConstraintByteSize); + + //Compute the sizes of all the buffers. + computeBlockStreamByteSizes4(descs, + solverConstraintByteSize, axisConstraintCount, + c); + + //Reserve the buffers. + + //First reserve the accumulated buffer size for the constraint block. + PxU8* constraintBlock = NULL; + const PxU32 constraintBlockByteSize = solverConstraintByteSize; + if(constraintBlockByteSize > 0) + { + if((constraintBlockByteSize + 16u) > 16384) + return SolverConstraintPrepState::eUNBATCHABLE; + + constraintBlock = constraintAllocator.reserveConstraintData(constraintBlockByteSize + 16u); + + if(0==constraintBlock || (reinterpret_cast<PxU8*>(-1))==constraintBlock) + { + if(0==constraintBlock) + { + PX_WARN_ONCE( + "Reached limit set by PxSceneDesc::maxNbContactDataBlocks - ran out of buffer space for constraint prep. " + "Either accept dropped contacts or increase buffer size allocated for narrow phase by increasing PxSceneDesc::maxNbContactDataBlocks."); + } + else + { + PX_WARN_ONCE( + "Attempting to allocate more than 16K of contact data for a single contact pair in constraint prep. " + "Either accept dropped contacts or simplify collision geometry."); + constraintBlock=NULL; + } + } + } + + //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 ((0==constraintBlockByteSize || constraintBlock)) ? SolverConstraintPrepState::eSUCCESS : SolverConstraintPrepState::eOUT_OF_MEMORY; +} + +SolverConstraintPrepState::Enum createFinalizeSolverContacts4( + Dy::CorrelationBuffer& c, + PxSolverContactDesc* blockDescs, + const PxReal invDtF32, + PxReal bounceThresholdF32, + PxReal frictionOffsetThreshold, + PxReal correlationDistance, + PxConstraintAllocator& constraintAllocator) +{ + + PX_ALIGN(16, PxReal invMassScale0[4]); + PX_ALIGN(16, PxReal invMassScale1[4]); + PX_ALIGN(16, PxReal invInertiaScale0[4]); + PX_ALIGN(16, PxReal invInertiaScale1[4]); + + c.frictionPatchCount = 0; + c.contactPatchCount = 0; + + for (PxU32 a = 0; a < 4; ++a) + { + PxSolverContactDesc& blockDesc = blockDescs[a]; + + invMassScale0[a] = blockDesc.mInvMassScales.linear0; + invMassScale1[a] = blockDesc.mInvMassScales.linear1; + invInertiaScale0[a] = blockDesc.mInvMassScales.angular0; + invInertiaScale1[a] = blockDesc.mInvMassScales.angular1; + + blockDesc.startFrictionPatchIndex = c.frictionPatchCount; + if (!(blockDesc.disableStrongFriction)) + { + bool valid = getFrictionPatches(c, blockDesc.frictionPtr, blockDesc.frictionCount, + blockDesc.bodyFrame0, blockDesc.bodyFrame1, correlationDistance); + if (!valid) + return SolverConstraintPrepState::eUNBATCHABLE; + } + //Create the contact patches + blockDesc.startContactPatchIndex = c.contactPatchCount; + if (!createContactPatches(c, blockDesc.contacts, blockDesc.numContacts, PXC_SAME_NORMAL)) + return SolverConstraintPrepState::eUNBATCHABLE; + blockDesc.numContactPatches = PxU16(c.contactPatchCount - blockDesc.startContactPatchIndex); + + bool overflow = correlatePatches(c, blockDesc.contacts, blockDesc.bodyFrame0, blockDesc.bodyFrame1, PXC_SAME_NORMAL, + blockDesc.startContactPatchIndex, blockDesc.startFrictionPatchIndex); + + if (overflow) + return SolverConstraintPrepState::eUNBATCHABLE; + + growPatches(c, blockDesc.contacts, blockDesc.bodyFrame0, blockDesc.bodyFrame1, correlationDistance, blockDesc.startFrictionPatchIndex, + frictionOffsetThreshold + blockDescs[a].restDistance); + + //Remove the empty friction patches - do we actually need to do this? + for (PxU32 p = c.frictionPatchCount; p > blockDesc.startFrictionPatchIndex; --p) + { + if (c.correlationListHeads[p - 1] == 0xffff) + { + //We have an empty patch...need to bin this one... + for (PxU32 p2 = p; p2 < c.frictionPatchCount; ++p2) + { + c.correlationListHeads[p2 - 1] = c.correlationListHeads[p2]; + c.frictionPatchContactCounts[p2 - 1] = c.frictionPatchContactCounts[p2]; + } + c.frictionPatchCount--; + } + } + + PxU32 numFricPatches = c.frictionPatchCount - blockDesc.startFrictionPatchIndex; + blockDesc.numFrictionPatches = numFricPatches; + } + + FrictionPatch* frictionPatchArray[4]; + PxU32 frictionPatchCounts[4]; + + for (PxU32 a = 0; a < 4; ++a) + { + PxSolverContactDesc& blockDesc = blockDescs[a]; + + const bool successfulReserve = reserveFrictionBlockStreams(c, constraintAllocator, blockDesc.startFrictionPatchIndex, blockDesc.numFrictionPatches + blockDesc.startFrictionPatchIndex, + frictionPatchArray[a], + frictionPatchCounts[a]); + + //KS - TODO - how can we recover if we failed to allocate this memory? + if (!successfulReserve) + { + return SolverConstraintPrepState::eOUT_OF_MEMORY; + } + } + //At this point, all the friction data has been calculated, the correlation has been done. Provided this was all successful, + //we are ready to create the batched constraints + + PxU8* solverConstraint = NULL; + PxU32 solverConstraintByteSize = 0; + + + + { + PxU32 axisConstraintCount[4]; + SolverConstraintPrepState::Enum state = reserveBlockStreams4(blockDescs, c, + solverConstraint, axisConstraintCount, + solverConstraintByteSize, + constraintAllocator); + + if (state != SolverConstraintPrepState::eSUCCESS) + return state; + + + for (PxU32 a = 0; a < 4; ++a) + { + + FrictionPatch* frictionPatches = frictionPatchArray[a]; + + PxSolverContactDesc& blockDesc = blockDescs[a]; + PxSolverConstraintDesc& desc = *blockDesc.desc; + blockDesc.frictionPtr = reinterpret_cast<PxU8*>(frictionPatches); + blockDesc.frictionCount = Ps::to8(frictionPatchCounts[a]); + + //Initialise friction buffer. + if (frictionPatches) + { + // PT: TODO: revisit this... not very satisfying + //const PxU32 maxSize = numFrictionPatches*sizeof(FrictionPatch); + Ps::prefetchLine(frictionPatches); + Ps::prefetchLine(frictionPatches, 128); + Ps::prefetchLine(frictionPatches, 256); + + for (PxU32 i = 0; i<blockDesc.numFrictionPatches; i++) + { + if (c.correlationListHeads[blockDesc.startFrictionPatchIndex + i] != CorrelationBuffer::LIST_END) + { + //*frictionPatches++ = c.frictionPatches[blockDesc.startFrictionPatchIndex + i]; + PxMemCopy(frictionPatches++, &c.frictionPatches[blockDesc.startFrictionPatchIndex + i], sizeof(FrictionPatch)); + //Ps::prefetchLine(frictionPatches, 256); + } + } + } + + + blockDesc.axisConstraintCount += Ps::to16(axisConstraintCount[a]); + + desc.constraint = solverConstraint; + desc.constraintLengthOver16 = Ps::to16(solverConstraintByteSize / 16); + desc.writeBackLengthOver4 = PxU16(blockDesc.numContacts); + desc.writeBack = blockDesc.contactForces; + } + + const Vec4V iMassScale0 = V4LoadA(invMassScale0); + const Vec4V iInertiaScale0 = V4LoadA(invInertiaScale0); + const Vec4V iMassScale1 = V4LoadA(invMassScale1); + const Vec4V iInertiaScale1 = V4LoadA(invInertiaScale1); + + setupFinalizeSolverConstraints4(blockDescs, c, solverConstraint, invDtF32, bounceThresholdF32, + iMassScale0, iInertiaScale0, iMassScale1, iInertiaScale1); + + PX_ASSERT((*solverConstraint == DY_SC_TYPE_BLOCK_RB_CONTACT) || (*solverConstraint == DY_SC_TYPE_BLOCK_STATIC_RB_CONTACT)); + + *(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize)) = 0; + } + return SolverConstraintPrepState::eSUCCESS; +} + + +//This returns 1 of 3 states: success, unbatchable or out-of-memory. If the constraint is unbatchable, we must fall back on 4 separate constraint +//prep calls +SolverConstraintPrepState::Enum createFinalizeSolverContacts4( + PxsContactManagerOutput** cmOutputs, + ThreadContext& threadContext, + PxSolverContactDesc* blockDescs, + const PxReal invDtF32, + PxReal bounceThresholdF32, + PxReal frictionOffsetThreshold, + PxReal correlationDistance, + PxConstraintAllocator& constraintAllocator) +{ + + for (PxU32 a = 0; a < 4; ++a) + { + blockDescs[a].desc->constraintLengthOver16 = 0; + } + + PX_ASSERT(cmOutputs[0]->nbContacts && cmOutputs[1]->nbContacts && cmOutputs[2]->nbContacts && cmOutputs[3]->nbContacts); + + + Gu::ContactBuffer& buffer = threadContext.mContactBuffer; + + buffer.count = 0; + + //PxTransform idt = PxTransform(PxIdentity); + + CorrelationBuffer& c = threadContext.mCorrelationBuffer; + + for (PxU32 a = 0; a < 4; ++a) + { + PxSolverContactDesc& blockDesc = blockDescs[a]; + PxSolverConstraintDesc& desc = *blockDesc.desc; + + //blockDesc.startContactIndex = buffer.count; + blockDesc.contacts = buffer.contacts + buffer.count; + + Ps::prefetchLine(desc.bodyA); + Ps::prefetchLine(desc.bodyB); + + + if ((buffer.count + cmOutputs[a]->nbContacts) > 64) + { + return SolverConstraintPrepState::eUNBATCHABLE; + } + + bool hasMaxImpulse = false; + bool hasTargetVelocity = false; + + //OK...do the correlation here as well... + Ps::prefetchLine(blockDescs[a].frictionPtr); + Ps::prefetchLine(blockDescs[a].frictionPtr, 64); + Ps::prefetchLine(blockDescs[a].frictionPtr, 128); + + if (a < 3) + { + Ps::prefetchLine(cmOutputs[a]->contactPatches); + Ps::prefetchLine(cmOutputs[a]->contactPoints); + } + + PxReal invMassScale0, invMassScale1, invInertiaScale0, invInertiaScale1; + + const PxReal defaultMaxImpulse = PxMin(blockDesc.data0->maxContactImpulse, blockDesc.data1->maxContactImpulse); + + PxU32 contactCount = extractContacts(buffer, *cmOutputs[a], hasMaxImpulse, hasTargetVelocity, invMassScale0, invMassScale1, + invInertiaScale0, invInertiaScale1, defaultMaxImpulse); + + if (contactCount == 0) + return SolverConstraintPrepState::eUNBATCHABLE; + + blockDesc.numContacts = contactCount; + blockDesc.hasMaxImpulse = hasMaxImpulse; + blockDesc.disableStrongFriction = blockDesc.disableStrongFriction || hasTargetVelocity; + + blockDesc.mInvMassScales.linear0 *= invMassScale0; + blockDesc.mInvMassScales.linear1 *= invMassScale1; + blockDesc.mInvMassScales.angular0 *= invInertiaScale0; + blockDesc.mInvMassScales.angular1 *= invInertiaScale1; + + //blockDesc.frictionPtr = &blockDescs[a].frictionPtr; + //blockDesc.frictionCount = blockDescs[a].frictionCount; + + } + return createFinalizeSolverContacts4(c, blockDescs, + invDtF32, bounceThresholdF32, frictionOffsetThreshold, + correlationDistance, constraintAllocator); +} + + + + +} + +} + + |