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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/DyContactPrep4PF.cpp
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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/DyContactPrep4PF.cpp')
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+// 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 "PsVecMath.h"
+#include "PsMathUtils.h"
+#include "DySolverContact.h"
+#include "DySolverContactPF.h"
+#include "DySolverConstraintTypes.h"
+#include "PxcNpWorkUnit.h"
+#include "DyThreadContext.h"
+#include "DyContactPrep.h"
+#include "PxcNpContactPrepShared.h"
+//#include "PxvGeometry.h"
+#include "PxvDynamics.h"
+#include "DyCorrelationBuffer.h"
+#include "DySolverConstraintDesc.h"
+#include "DySolverBody.h"
+#include "DySolverContact4.h"
+#include "DySolverContactPF4.h"
+
+
+#include "PsVecMath.h"
+#include "PxContactModifyCallback.h"
+#include "PxsMaterialManager.h"
+#include "PxsMaterialCombiner.h"
+#include "DySolverExt.h"
+#include "DyArticulationContactPrep.h"
+#include "DyContactPrepShared.h"
+#include "PsFoundation.h"
+
+using namespace physx::Gu;
+using namespace physx::shdfnd::aos;
+
+namespace physx
+{
+namespace Dy
+{
+
+SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb(
+ PxsContactManagerOutput** outputs,
+ ThreadContext& threadContext,
+ PxSolverContactDesc* blockDescs,
+ const PxReal invDtF32,
+ PxReal bounceThresholdF32,
+ PxReal frictionOffsetThreshold,
+ PxReal correlationDistance,
+ PxConstraintAllocator& constraintAllocator,
+ PxFrictionType::Enum frictionType);
+
+static bool setupFinalizeSolverConstraintsCoulomb4(PxSolverContactDesc* PX_RESTRICT descs, PxU8* PX_RESTRICT workspace,
+ const PxReal invDtF32, PxReal bounceThresholdF32, CorrelationBuffer& c, const PxU32 numFrictionPerPoint,
+ const PxU32 numContactPoints4, const PxU32 /*solverConstraintByteSize*/,
+ const Ps::aos::Vec4VArg invMassScale0, const Ps::aos::Vec4VArg invInertiaScale0,
+ const Ps::aos::Vec4VArg invMassScale1, const Ps::aos::Vec4VArg invInertiaScale1)
+{
+ //KS - final step. Create the constraints in the place we pre-allocated...
+
+ const Vec4V ccdMaxSeparation = Ps::aos::V4LoadXYZW(descs[0].maxCCDSeparation, descs[1].maxCCDSeparation, descs[2].maxCCDSeparation, descs[3].maxCCDSeparation);
+
+ const Vec4V zero = V4Zero();
+
+ 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) };
+
+
+ //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)
+ const bool isDynamic = ((descs[0].bodyState1 | descs[1].bodyState1 | descs[2].bodyState1 | descs[3].bodyState1) & PxSolverContactDesc::eDYNAMIC_BODY) != 0;
+
+ const PxU32 constraintSize = isDynamic ? sizeof(SolverContact4Dynamic) : sizeof(SolverContact4Base);
+ const PxU32 frictionSize = isDynamic ? sizeof(SolverFriction4Dynamic) : sizeof(SolverFriction4Base);
+
+ 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(V4Merge(FLoad(descs[0].data0->penBiasClamp), FLoad(descs[1].data0->penBiasClamp),
+ FLoad(descs[2].data0->penBiasClamp), FLoad(descs[3].data0->penBiasClamp)),
+ V4Merge(FLoad(descs[0].data1->penBiasClamp), FLoad(descs[1].data1->penBiasClamp),
+ FLoad(descs[2].data1->penBiasClamp), FLoad(descs[3].data1->penBiasClamp)));
+
+ const Vec4V restDistance = V4Merge(FLoad(descs[0].restDistance), FLoad(descs[1].restDistance), FLoad(descs[2].restDistance),
+ FLoad(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 invMass0 = V4Merge(FLoad(descs[0].data0->invMass), FLoad(descs[1].data0->invMass), FLoad(descs[2].data0->invMass),
+ FLoad(descs[3].data0->invMass));
+
+ const Vec4V invMass1 = V4Merge(FLoad(descs[0].data1->invMass), FLoad(descs[1].data1->invMass), FLoad(descs[2].data1->invMass),
+ FLoad(descs[3].data1->invMass));
+
+ const Vec4V invMass0_dom0fV = V4Mul(dom0, invMass0);
+ const Vec4V invMass1_dom1fV = V4Mul(dom1, invMass1);
+
+ Vec4V invInertia00X = Vec4V_From_Vec3V(V3LoadU(descs[0].data0->sqrtInvInertia.column0));
+ Vec4V invInertia00Y = Vec4V_From_Vec3V(V3LoadU(descs[0].data0->sqrtInvInertia.column1));
+ Vec4V invInertia00Z = Vec4V_From_Vec3V(V3LoadU(descs[0].data0->sqrtInvInertia.column2));
+
+ Vec4V invInertia10X = Vec4V_From_Vec3V(V3LoadU(descs[1].data0->sqrtInvInertia.column0));
+ Vec4V invInertia10Y = Vec4V_From_Vec3V(V3LoadU(descs[1].data0->sqrtInvInertia.column1));
+ Vec4V invInertia10Z = Vec4V_From_Vec3V(V3LoadU(descs[1].data0->sqrtInvInertia.column2));
+
+ Vec4V invInertia20X = Vec4V_From_Vec3V(V3LoadU(descs[2].data0->sqrtInvInertia.column0));
+ Vec4V invInertia20Y = Vec4V_From_Vec3V(V3LoadU(descs[2].data0->sqrtInvInertia.column1));
+ Vec4V invInertia20Z = Vec4V_From_Vec3V(V3LoadU(descs[2].data0->sqrtInvInertia.column2));
+
+ Vec4V invInertia30X = Vec4V_From_Vec3V(V3LoadU(descs[3].data0->sqrtInvInertia.column0));
+ Vec4V invInertia30Y = Vec4V_From_Vec3V(V3LoadU(descs[3].data0->sqrtInvInertia.column1));
+ Vec4V invInertia30Z = Vec4V_From_Vec3V(V3LoadU(descs[3].data0->sqrtInvInertia.column2));
+
+ Vec4V invInertia01X = Vec4V_From_Vec3V(V3LoadU(descs[0].data1->sqrtInvInertia.column0));
+ Vec4V invInertia01Y = Vec4V_From_Vec3V(V3LoadU(descs[0].data1->sqrtInvInertia.column1));
+ Vec4V invInertia01Z = Vec4V_From_Vec3V(V3LoadU(descs[0].data1->sqrtInvInertia.column2));
+
+ Vec4V invInertia11X = Vec4V_From_Vec3V(V3LoadU(descs[1].data1->sqrtInvInertia.column0));
+ Vec4V invInertia11Y = Vec4V_From_Vec3V(V3LoadU(descs[1].data1->sqrtInvInertia.column1));
+ Vec4V invInertia11Z = Vec4V_From_Vec3V(V3LoadU(descs[1].data1->sqrtInvInertia.column2));
+
+ Vec4V invInertia21X = Vec4V_From_Vec3V(V3LoadU(descs[2].data1->sqrtInvInertia.column0));
+ Vec4V invInertia21Y = Vec4V_From_Vec3V(V3LoadU(descs[2].data1->sqrtInvInertia.column1));
+ Vec4V invInertia21Z = Vec4V_From_Vec3V(V3LoadU(descs[2].data1->sqrtInvInertia.column2));
+
+ Vec4V invInertia31X = Vec4V_From_Vec3V(V3LoadU(descs[3].data1->sqrtInvInertia.column0));
+ Vec4V invInertia31Y = Vec4V_From_Vec3V(V3LoadU(descs[3].data1->sqrtInvInertia.column1));
+ 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 p1 = V4Splat(FLoad(0.1f));
+ const Vec4V bounceThreshold = V4Splat(FLoad(bounceThresholdF32));
+ const Vec4V orthoThreshold = V4Splat(FLoad(0.70710678f));
+
+ 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);
+
+
+ Ps::prefetchLine(c.contactID);
+ Ps::prefetchLine(c.contactID, 128);
+
+ PxU32 frictionIndex0 = 0, frictionIndex1 = 0, frictionIndex2 = 0, frictionIndex3 = 0;
+
+
+ PxU32 maxPatches = PxMax(descs[0].numFrictionPatches, PxMax(descs[1].numFrictionPatches, PxMax(descs[2].numFrictionPatches, descs[3].numFrictionPatches)));
+ PxU32 maxContacts = numContactPoints4;
+
+ //This is the address at which the first friction patch exists
+ PxU8* ptr2 = ptr + ((sizeof(SolverContactCoulombHeader4) * maxPatches) + constraintSize * maxContacts);
+
+ //PxU32 contactId = 0;
+
+ 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 clampedFric0 = clampedContacts0 * numFrictionPerPoint;
+ PxU32 clampedFric1 = clampedContacts1 * numFrictionPerPoint;
+ PxU32 clampedFric2 = clampedContacts2 * numFrictionPerPoint;
+ PxU32 clampedFric3 = clampedContacts3 * numFrictionPerPoint;
+
+
+ const PxU32 numContacts = PxMax(clampedContacts0, PxMax(clampedContacts1, PxMax(clampedContacts2, clampedContacts3)));
+ const PxU32 numFrictions = PxMax(clampedFric0, PxMax(clampedFric1, PxMax(clampedFric2, clampedFric3)));
+
+ 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 = V4Merge(FLoad(contactBase0->restitution), FLoad(contactBase1->restitution), FLoad(contactBase2->restitution),
+ FLoad(contactBase3->restitution));
+
+ const Vec4V staticFriction = V4Merge(FLoad(contactBase0->staticFriction), FLoad(contactBase1->staticFriction), FLoad(contactBase2->staticFriction),
+ FLoad(contactBase3->staticFriction));
+
+ SolverContactCoulombHeader4* PX_RESTRICT header = reinterpret_cast<SolverContactCoulombHeader4*>(ptr);
+
+ header->frictionOffset = PxU16(ptr2 - ptr);
+
+ ptr += sizeof(SolverContactCoulombHeader4);
+
+ SolverFrictionHeader4* PX_RESTRICT fricHeader = reinterpret_cast<SolverFrictionHeader4*>(ptr2);
+ ptr2 += sizeof(SolverFrictionHeader4) + sizeof(Vec4V) * numContacts;
+
+
+ header->numNormalConstr0 = Ps::to8(clampedContacts0);
+ header->numNormalConstr1 = Ps::to8(clampedContacts1);
+ header->numNormalConstr2 = Ps::to8(clampedContacts2);
+ header->numNormalConstr3 = Ps::to8(clampedContacts3);
+ header->numNormalConstr = Ps::to8(numContacts);
+ header->invMassADom = invMass0_dom0fV;
+ header->invMassBDom = invMass1_dom1fV;
+ header->angD0 = angDom0;
+ header->angD1 = angDom1;
+ header->restitution = restitution;
+
+ header->flags[0] = flags[0]; header->flags[1] = flags[1]; header->flags[2] = flags[2]; header->flags[3] = flags[3];
+
+ header->type = Ps::to8(isDynamic ? DY_SC_TYPE_BLOCK_RB_CONTACT : DY_SC_TYPE_BLOCK_STATIC_RB_CONTACT);
+ header->shapeInteraction[0] = descs[0].shapeInteraction; header->shapeInteraction[1] = descs[1].shapeInteraction;
+ header->shapeInteraction[2] = descs[2].shapeInteraction; header->shapeInteraction[3] = descs[3].shapeInteraction;
+
+
+ fricHeader->invMassADom = invMass0_dom0fV;
+ fricHeader->invMassBDom = invMass1_dom1fV;
+ fricHeader->angD0 = angDom0;
+ fricHeader->angD1 = angDom1;
+ fricHeader->numFrictionConstr0 = Ps::to8(clampedFric0);
+ fricHeader->numFrictionConstr1 = Ps::to8(clampedFric1);
+ fricHeader->numFrictionConstr2 = Ps::to8(clampedFric2);
+ fricHeader->numFrictionConstr3 = Ps::to8(clampedFric3);
+ fricHeader->numNormalConstr = Ps::to8(numContacts);
+ fricHeader->numNormalConstr0 = Ps::to8(clampedContacts0);
+ fricHeader->numNormalConstr1 = Ps::to8(clampedContacts1);
+ fricHeader->numNormalConstr2 = Ps::to8(clampedContacts2);
+ fricHeader->numNormalConstr3 = Ps::to8(clampedContacts3);
+ fricHeader->type = Ps::to8(isDynamic ? DY_SC_TYPE_BLOCK_FRICTION : DY_SC_TYPE_BLOCK_STATIC_FRICTION);
+ fricHeader->staticFriction = staticFriction;
+ fricHeader->frictionPerContact = PxU32(numFrictionPerPoint == 2 ? 1 : 0);
+
+ fricHeader->numFrictionConstr = Ps::to8(numFrictions);
+
+ 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);
+ header->normalX = normalX;
+ header->normalY = normalY;
+ header->normalZ = normalZ;
+
+ const Vec4V normalLenSq = V4MulAdd(normalZ, normalZ, V4MulAdd(normalY, normalY, V4Mul(normalX, normalX)));
+
+ const Vec4V linNorVel0 = V4MulAdd(normalZ, linVelT20, V4MulAdd(normalY, linVelT10, V4Mul(normalX, linVelT00)));
+ const Vec4V linNorVel1 = V4MulAdd(normalZ, linVelT21, V4MulAdd(normalY, linVelT11, V4Mul(normalX, linVelT01)));
+
+ const Vec4V invMassNorLenSq0 = V4Mul(invMass0_dom0fV, normalLenSq);
+ const Vec4V invMassNorLenSq1 = V4Mul(invMass1_dom1fV, normalLenSq);
+
+
+ //Calculate friction directions
+ 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, dotNormalVrel, vrelX);
+ const Vec4V vrelSubNorVelY = V4NegMulSub(normalY, dotNormalVrel, vrelY);
+ const Vec4V vrelSubNorVelZ = V4NegMulSub(normalZ, dotNormalVrel, 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(t0X, t0X, V4MulAdd(t0Y, t0Y, V4Mul(t0Z, t0Z))));
+
+ t0X = V4Mul(t0X, recipLen);
+ t0Y = V4Mul(t0Y, recipLen);
+ t0Z = V4Mul(t0Z, recipLen);
+
+ const Vec4V t1X = V4NegMulSub(normalZ, t0Y, V4Mul(normalY, t0Z));
+ const Vec4V t1Y = V4NegMulSub(normalX, t0Z, V4Mul(normalZ, t0X));
+ const Vec4V t1Z = V4NegMulSub(normalY, t0X, V4Mul(normalX, t0Y));
+
+ const Vec4V tFallbackX[2] = {t0X, t1X};
+ const Vec4V tFallbackY[2] = {t0Y, t1Y};
+ const Vec4V tFallbackZ[2] = {t0Z, t1Z};
+
+
+ //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;
+
+ iter0.nextContact(patch0, contact0);
+ iter1.nextContact(patch1, contact1);
+ iter2.nextContact(patch2, contact2);
+ 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);
+
+ PxU32 fricIndex = 0;
+
+ while(finished != 0xf)
+ {
+ finished = newFinished;
+ ++contactCount;
+ Ps::prefetchLine(p, 384);
+ Ps::prefetchLine(p, 512);
+ Ps::prefetchLine(p, 640);
+
+ SolverContact4Base* PX_RESTRICT solverContact = reinterpret_cast<SolverContact4Base*>(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);
+
+ Vec4V targetVel0 = V4LoadA(&con0.targetVel.x);
+ Vec4V targetVel1 = V4LoadA(&con1.targetVel.x);
+ Vec4V targetVel2 = V4LoadA(&con2.targetVel.x);
+ Vec4V targetVel3 = V4LoadA(&con3.targetVel.x);
+
+ Vec4V targetVelX, targetVelY, targetVelZ;
+ PX_TRANSPOSE_44_34(targetVel0, targetVel1, targetVel2, targetVel3, targetVelX, targetVelY, targetVelZ);
+
+ 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);
+
+ {
+ const Vec4V separation = V4Merge(FLoad(con0.separation), FLoad(con1.separation), FLoad(con2.separation),
+ FLoad(con3.separation));
+ const Vec4V maxImpulse = V4Merge(FLoad(con0.maxImpulse), FLoad(con1.maxImpulse), FLoad(con2.maxImpulse),
+ FLoad(con3.maxImpulse));
+
+ const Vec4V cTargetVel = V4MulAdd(normalX, targetVelX, V4MulAdd(normalY, targetVelY, V4Mul(normalZ, targetVelZ)));
+
+ //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));
+
+ const Vec4V v0a0 = V4Mul(invInertia0X0, raXnX);
+ const Vec4V v0a1 = V4Mul(invInertia0X1, raXnX);
+ const Vec4V v0a2 = V4Mul(invInertia0X2, raXnX);
+
+ const Vec4V v0PlusV1a0 = V4MulAdd(invInertia0Y0, raXnY, v0a0);
+ const Vec4V v0PlusV1a1 = V4MulAdd(invInertia0Y1, raXnY, v0a1);
+ const Vec4V v0PlusV1a2 = V4MulAdd(invInertia0Y2, raXnY, v0a2);
+
+ const Vec4V delAngVel0X = V4MulAdd(invInertia0Z0, raXnZ, v0PlusV1a0);
+ const Vec4V delAngVel0Y = V4MulAdd(invInertia0Z1, raXnZ, v0PlusV1a1);
+ const Vec4V delAngVel0Z = V4MulAdd(invInertia0Z2, raXnZ, v0PlusV1a2);
+
+ const Vec4V dotDelAngVel0 = V4MulAdd(delAngVel0Z, delAngVel0Z, V4MulAdd(delAngVel0Y, delAngVel0Y, V4Mul(delAngVel0X, delAngVel0X)));
+ const Vec4V dotRaXnAngVel0 = V4MulAdd(raXnZ, angVelT20, V4MulAdd(raXnY, angVelT10, V4Mul(raXnX, angVelT00)));
+
+ Vec4V unitResponse = V4Add(invMassNorLenSq0, dotDelAngVel0);
+ Vec4V vrel = V4Add(linNorVel0, dotRaXnAngVel0);
+
+
+ //The dynamic-only parts - need to if-statement these up. A branch here shouldn't cost us too much
+ if(isDynamic)
+ {
+ SolverContact4Dynamic* PX_RESTRICT dynamicContact = static_cast<SolverContact4Dynamic*>(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));
+
+ const Vec4V v0b0 = V4Mul(invInertia1X0, rbXnX);
+ const Vec4V v0b1 = V4Mul(invInertia1X1, rbXnX);
+ const Vec4V v0b2 = V4Mul(invInertia1X2, rbXnX);
+
+ const Vec4V v0PlusV1b0 = V4MulAdd(invInertia1Y0, rbXnY, v0b0);
+ const Vec4V v0PlusV1b1 = V4MulAdd(invInertia1Y1, rbXnY, v0b1);
+ const Vec4V v0PlusV1b2 = V4MulAdd(invInertia1Y2, rbXnY, v0b2);
+
+ const Vec4V delAngVel1X = V4MulAdd(invInertia1Z0, rbXnZ, v0PlusV1b0);
+ const Vec4V delAngVel1Y = V4MulAdd(invInertia1Z1, rbXnZ, v0PlusV1b1);
+ const Vec4V delAngVel1Z = V4MulAdd(invInertia1Z2, rbXnZ, v0PlusV1b2);
+
+
+ //V3Dot(raXn, delAngVel0)
+
+ const Vec4V dotDelAngVel1 = V4MulAdd(delAngVel1Z, delAngVel1Z, V4MulAdd(delAngVel1Y, delAngVel1Y, V4Mul(delAngVel1X, delAngVel1X)));
+
+ const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01)));
+
+ const Vec4V resp1 = V4Add(dotDelAngVel1, invMassNorLenSq1);
+
+ unitResponse = V4Add(unitResponse, resp1);
+
+ const Vec4V vrel2 = V4Add(linNorVel1, dotRbXnAngVel1);
+ vrel = V4Sub(vrel, vrel2);
+
+ //These are for dynamic-only contacts.
+ dynamicContact->rbXnX = delAngVel1X;
+ dynamicContact->rbXnY = delAngVel1Y;
+ dynamicContact->rbXnZ = delAngVel1Z;
+
+ }
+
+ const Vec4V velMultiplier = V4Sel(V4IsGrtr(unitResponse, zero), V4Recip(unitResponse), zero);
+
+ const Vec4V penetration = V4Sub(separation, restDistance);
+
+ const Vec4V penInvDtp8 = V4Max(maxPenBias, V4Scale(penetration, invDtp8));
+
+ Vec4V scaledBias = V4Mul(velMultiplier, penInvDtp8);
+
+ const Vec4V penetrationInvDt = V4Scale(penetration, invDt);
+
+ const BoolV isGreater2 = BAnd(BAnd(V4IsGrtr(restitution, zero), V4IsGrtr(bounceThreshold, vrel)),
+ V4IsGrtr(V4Neg(vrel), penetrationInvDt));
+
+ const BoolV ccdSeparationCondition = V4IsGrtrOrEq(ccdMaxSeparation, penetration);
+
+ scaledBias = V4Sel(BAnd(ccdSeparationCondition, isGreater2), zero, scaledBias);
+
+ const Vec4V sumVRel(vrel);
+
+ const Vec4V targetVelocity = V4Sub(V4Add(V4Sel(isGreater2, V4Mul(V4Neg(sumVRel), restitution), zero), cTargetVel), vrel);
+
+ //These values are present for static and dynamic contacts
+ solverContact->raXnX = delAngVel0X;
+ solverContact->raXnY = delAngVel0Y;
+ solverContact->raXnZ = delAngVel0Z;
+ solverContact->velMultiplier = velMultiplier;
+ solverContact->appliedForce = zero;
+ solverContact->scaledBias = scaledBias;
+ solverContact->targetVelocity = targetVelocity;
+ solverContact->maxImpulse = maxImpulse;
+ }
+
+ //PxU32 conId = contactId++;
+
+ /*Vec4V targetVel0 = V4LoadA(&con0.targetVel.x);
+ Vec4V targetVel1 = V4LoadA(&con1.targetVel.x);
+ Vec4V targetVel2 = V4LoadA(&con2.targetVel.x);
+ Vec4V targetVel3 = V4LoadA(&con3.targetVel.x);
+
+ Vec4V targetVelX, targetVelY, targetVelZ;
+ PX_TRANSPOSE_44_34(targetVel0, targetVel1, targetVel2, targetVel3, targetVelX, targetVelY, targetVelZ);*/
+
+ for(PxU32 a = 0; a < numFrictionPerPoint; ++a)
+ {
+ SolverFriction4Base* PX_RESTRICT friction = reinterpret_cast<SolverFriction4Base*>(ptr2);
+
+ ptr2 += frictionSize;
+
+ const Vec4V tX = tFallbackX[fricIndex];
+ const Vec4V tY = tFallbackY[fricIndex];
+ const Vec4V tZ = tFallbackZ[fricIndex];
+
+ fricIndex = 1 - fricIndex;
+
+ const Vec4V raXnX = V4NegMulSub(raZ, tY, V4Mul(raY, tZ));
+ const Vec4V raXnY = V4NegMulSub(raX, tZ, V4Mul(raZ, tX));
+ const Vec4V raXnZ = V4NegMulSub(raY, tX, V4Mul(raX, tY));
+
+ const Vec4V v0a0 = V4Mul(invInertia0X0, raXnX);
+ const Vec4V v0a1 = V4Mul(invInertia0X1, raXnX);
+ const Vec4V v0a2 = V4Mul(invInertia0X2, raXnX);
+
+ const Vec4V v0PlusV1a0 = V4MulAdd(invInertia0Y0, raXnY, v0a0);
+ const Vec4V v0PlusV1a1 = V4MulAdd(invInertia0Y1, raXnY, v0a1);
+ const Vec4V v0PlusV1a2 = V4MulAdd(invInertia0Y2, raXnY, v0a2);
+
+ const Vec4V delAngVel0X = V4MulAdd(invInertia0Z0, raXnZ, v0PlusV1a0);
+ const Vec4V delAngVel0Y = V4MulAdd(invInertia0Z1, raXnZ, v0PlusV1a1);
+ const Vec4V delAngVel0Z = V4MulAdd(invInertia0Z2, raXnZ, v0PlusV1a2);
+
+ const Vec4V dotDelAngVel0 = V4MulAdd(delAngVel0Z, delAngVel0Z, V4MulAdd(delAngVel0Y, delAngVel0Y, V4Mul(delAngVel0X, delAngVel0X)));
+
+ const Vec4V norVel0 = V4MulAdd(tX, linVelT00, V4MulAdd(tY, linVelT10, V4Mul(tZ, linVelT20)));
+ const Vec4V dotRaXnAngVel0 = V4MulAdd(raXnZ, angVelT20, V4MulAdd(raXnY, angVelT10, V4Mul(raXnX, angVelT00)));
+ Vec4V vrel = V4Add(norVel0, dotRaXnAngVel0);
+
+ Vec4V unitResponse = V4Add(invMass0_dom0fV, dotDelAngVel0);
+
+ if(isDynamic)
+ {
+ SolverFriction4Dynamic* PX_RESTRICT dFric = static_cast<SolverFriction4Dynamic*>(friction);
+
+ const Vec4V rbXnX = V4NegMulSub(rbZ, tY, V4Mul(rbY, tZ));
+ const Vec4V rbXnY = V4NegMulSub(rbX, tZ, V4Mul(rbZ, tX));
+ const Vec4V rbXnZ = V4NegMulSub(rbY, tX, V4Mul(rbX, tY));
+
+ const Vec4V v0b0 = V4Mul(invInertia1X0, rbXnX);
+ const Vec4V v0b1 = V4Mul(invInertia1X1, rbXnX);
+ const Vec4V v0b2 = V4Mul(invInertia1X2, rbXnX);
+
+ const Vec4V v0PlusV1b0 = V4MulAdd(invInertia1Y0, rbXnY, v0b0);
+ const Vec4V v0PlusV1b1 = V4MulAdd(invInertia1Y1, rbXnY, v0b1);
+ const Vec4V v0PlusV1b2 = V4MulAdd(invInertia1Y2, rbXnY, v0b2);
+
+ const Vec4V delAngVel1X = V4MulAdd(invInertia1Z0, rbXnZ, v0PlusV1b0);
+ const Vec4V delAngVel1Y = V4MulAdd(invInertia1Z1, rbXnZ, v0PlusV1b1);
+ const Vec4V delAngVel1Z = V4MulAdd(invInertia1Z2, rbXnZ, v0PlusV1b2);
+
+ const Vec4V dotDelAngVel1 = V4MulAdd(delAngVel1Z, delAngVel1Z, V4MulAdd(delAngVel1Y, delAngVel1Y, V4Mul(delAngVel1X, delAngVel1X)));
+
+ const Vec4V norVel1 = V4MulAdd(tX, linVelT01, V4MulAdd(tY, linVelT11, V4Mul(tZ, linVelT21)));
+ const Vec4V dotRbXnAngVel1 = V4MulAdd(rbXnZ, angVelT21, V4MulAdd(rbXnY, angVelT11, V4Mul(rbXnX, angVelT01)));
+ vrel = V4Sub(vrel, V4Add(norVel1, dotRbXnAngVel1));
+
+ const Vec4V resp1 = V4Add(dotDelAngVel1, invMassNorLenSq1);
+
+ unitResponse = V4Add(unitResponse, resp1);
+
+ dFric->rbXnX = delAngVel1X;
+ dFric->rbXnY = delAngVel1Y;
+ dFric->rbXnZ = delAngVel1Z;
+ }
+
+ const Vec4V velMultiplier = V4Neg(V4Sel(V4IsGrtr(unitResponse, zero), V4Recip(unitResponse), zero));
+
+ friction->appliedForce = zero;
+ friction->raXnX = delAngVel0X;
+ friction->raXnY = delAngVel0Y;
+ friction->raXnZ = delAngVel0Z;
+ friction->velMultiplier = velMultiplier;
+ friction->targetVelocity = V4Sub(V4MulAdd(targetVelZ, tZ, V4MulAdd(targetVelY, tY, V4Mul(targetVelX, tX))), vrel);
+ friction->normalX = tX;
+ friction->normalY = tY;
+ friction->normalZ = tZ;
+ }
+ }
+ 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;
+ }
+ return true;
+}
+
+
+
+//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 computeBlockStreamByteSizesCoulomb4(PxSolverContactDesc* descs,
+ ThreadContext& threadContext, const CorrelationBuffer& c,
+ const PxU32 numFrictionPerPoint,
+ PxU32& _solverConstraintByteSize, PxU32* _axisConstraintCount, PxU32& _numContactPoints4)
+{
+ PX_ASSERT(0 == _solverConstraintByteSize);
+ PX_UNUSED(threadContext);
+
+ PxU32 maxPatches = 0;
+ PxU32 maxContactCount[CorrelationBuffer::MAX_FRICTION_PATCHES];
+ PxU32 maxFrictionCount[CorrelationBuffer::MAX_FRICTION_PATCHES];
+ PxMemZero(maxContactCount, sizeof(maxContactCount));
+ PxMemZero(maxFrictionCount, sizeof(maxFrictionCount));
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ PxU32 axisConstraintCount = 0;
+
+ 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;
+ //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 = c.frictionPatches[ind].numConstraints;
+ const PxU32 fricCount = c.frictionPatchContactCounts[ind] * numFrictionPerPoint;
+ maxFrictionCount[i] = PxMax(fricCount, maxFrictionCount[i]);
+ axisConstraintCount += fricCount;
+ }
+ }
+ }
+ maxPatches = PxMax(descs[a].numFrictionPatches, maxPatches);
+ _axisConstraintCount[a] = axisConstraintCount;
+ }
+
+ PxU32 totalContacts = 0, totalFriction = 0;
+ for(PxU32 a = 0; a < maxPatches; ++a)
+ {
+ totalContacts += maxContactCount[a];
+ totalFriction += maxFrictionCount[a];
+ }
+
+ _numContactPoints4 = totalContacts;
+
+
+ //OK, we have a given number of friction patches, contact points and friction constraints so we can calculate how much memory we need
+
+ const bool isStatic = (((descs[0].bodyState1 | descs[1].bodyState1 | descs[2].bodyState1 | descs[3].bodyState1) & PxSolverContactDesc::eDYNAMIC_BODY) == 0);
+
+ const PxU32 headerSize = (sizeof(SolverContactCoulombHeader4) + sizeof(SolverFrictionHeader4)) * maxPatches;
+ //Add on 1 Vec4V per contact for the applied force buffer
+ const PxU32 constraintSize = isStatic ? ((sizeof(SolverContact4Base) + sizeof(Vec4V)) * totalContacts) + ( sizeof(SolverFriction4Base) * totalFriction) :
+ ((sizeof(SolverContact4Dynamic) + sizeof(Vec4V)) * totalContacts) + (sizeof(SolverFriction4Dynamic) * totalFriction);
+
+ _solverConstraintByteSize = ((constraintSize + headerSize + 0x0f) & ~0x0f);
+ PX_ASSERT(0 == (_solverConstraintByteSize & 0x0f));
+}
+
+
+static SolverConstraintPrepState::Enum reserveBlockStreamsCoulomb4(PxSolverContactDesc* descs, ThreadContext& threadContext, const CorrelationBuffer& c,
+ PxU8*& solverConstraint, const PxU32 numFrictionPerContactPoint,
+ PxU32& solverConstraintByteSize,
+ PxU32* axisConstraintCount, PxU32& numContactPoints4, PxConstraintAllocator& constraintAllocator)
+{
+ PX_ASSERT(NULL == solverConstraint);
+ PX_ASSERT(0 == solverConstraintByteSize);
+
+ //From constraintBlockStream we need to reserve contact points, contact forces, and a char buffer for the solver constraint data (already have a variable for this).
+ //From frictionPatchStream we just need to reserve a single buffer.
+
+ //Compute the sizes of all the buffers.
+ computeBlockStreamByteSizesCoulomb4(
+ descs, threadContext, c, numFrictionPerContactPoint, solverConstraintByteSize,
+ axisConstraintCount, numContactPoints4);
+
+ //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 true if neither of the two block reservations failed.
+ return ((0==constraintBlockByteSize || constraintBlock)) ? SolverConstraintPrepState::eSUCCESS : SolverConstraintPrepState::eOUT_OF_MEMORY;
+}
+
+SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb1D(
+ PxsContactManagerOutput** outputs,
+ ThreadContext& threadContext,
+ PxSolverContactDesc* blockDescs,
+ const PxReal invDtF32,
+ PxReal bounceThresholdF32,
+ PxReal frictionOffsetThreshold,
+ PxReal correlationDistance,
+ PxConstraintAllocator& constraintAllocator)
+{
+ return createFinalizeSolverContacts4Coulomb(outputs, threadContext, blockDescs, invDtF32, bounceThresholdF32,
+ frictionOffsetThreshold, correlationDistance, constraintAllocator, PxFrictionType::eONE_DIRECTIONAL);
+}
+
+SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb2D(
+ PxsContactManagerOutput** outputs,
+ ThreadContext& threadContext,
+ PxSolverContactDesc* blockDescs,
+ const PxReal invDtF32,
+ PxReal bounceThresholdF32,
+ PxReal frictionOffsetThreshold,
+ PxReal correlationDistance,
+ PxConstraintAllocator& constraintAllocator)
+{
+ return createFinalizeSolverContacts4Coulomb(outputs, threadContext, blockDescs, invDtF32, bounceThresholdF32,
+ frictionOffsetThreshold, correlationDistance, constraintAllocator, PxFrictionType::eTWO_DIRECTIONAL);
+}
+
+
+SolverConstraintPrepState::Enum createFinalizeSolverContacts4Coulomb(
+ PxsContactManagerOutput** outputs,
+ ThreadContext& threadContext,
+ PxSolverContactDesc* blockDescs,
+ const PxReal invDtF32,
+ PxReal bounceThresholdF32,
+ PxReal frictionOffsetThreshold,
+ PxReal correlationDistance,
+ PxConstraintAllocator& constraintAllocator,
+ PxFrictionType::Enum frictionType)
+{
+ PX_UNUSED(frictionOffsetThreshold);
+ PX_UNUSED(correlationDistance);
+
+ for(PxU32 i = 0; i < 4; ++i)
+ {
+ blockDescs[i].desc->constraintLengthOver16 = 0;
+ }
+
+ PX_ASSERT(outputs[0]->nbContacts && outputs[1]->nbContacts && outputs[2]->nbContacts && outputs[3]->nbContacts);
+
+ Gu::ContactBuffer& buffer = threadContext.mContactBuffer;
+
+ buffer.count = 0;
+
+ PxU32 numContacts = 0;
+
+ CorrelationBuffer& c = threadContext.mCorrelationBuffer;
+
+ c.frictionPatchCount = 0;
+ c.contactPatchCount = 0;
+
+ PxU32 numFrictionPerPoint = PxU32(frictionType == PxFrictionType::eONE_DIRECTIONAL ? 1 : 2);
+
+ PX_ALIGN(16, PxReal invMassScale0[4]);
+ PX_ALIGN(16, PxReal invMassScale1[4]);
+ PX_ALIGN(16, PxReal invInertiaScale0[4]);
+ PX_ALIGN(16, PxReal invInertiaScale1[4]);
+
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ PxSolverContactDesc& blockDesc = blockDescs[a];
+ PxSolverConstraintDesc& desc = *blockDesc.desc;
+
+ //blockDesc.startContactIndex = numContacts;
+ blockDesc.contacts = &buffer.contacts[numContacts];
+
+ Ps::prefetchLine(desc.bodyA);
+ Ps::prefetchLine(desc.bodyB);
+
+ if((numContacts + outputs[a]->nbContacts) > 64)
+ {
+ return SolverConstraintPrepState::eUNBATCHABLE;
+ }
+ bool hasMaxImpulse, hasTargetVelocity;
+
+ const PxReal defaultMaxImpulse = PxMin(blockDesc.data0->maxContactImpulse, blockDesc.data1->maxContactImpulse);
+
+ PxU32 contactCount = extractContacts(buffer, *outputs[a], hasMaxImpulse, hasTargetVelocity, invMassScale0[a], invMassScale1[a],
+ invInertiaScale0[a], invInertiaScale1[a], defaultMaxImpulse);
+
+ if(contactCount == 0)
+ return SolverConstraintPrepState::eUNBATCHABLE;
+
+ numContacts+=contactCount;
+
+ blockDesc.numContacts = contactCount;
+ blockDesc.hasMaxImpulse = hasMaxImpulse;
+
+ blockDesc.startFrictionPatchIndex = c.frictionPatchCount;
+ blockDesc.startContactPatchIndex = c.contactPatchCount;
+
+ createContactPatches(c, blockDesc.contacts, contactCount, PXC_SAME_NORMAL);
+
+ bool overflow = correlatePatches(c, blockDesc.contacts, blockDesc.bodyFrame0, blockDesc.bodyFrame1, PXC_SAME_NORMAL, blockDesc.startContactPatchIndex,
+ blockDesc.startFrictionPatchIndex);
+ if(overflow)
+ return SolverConstraintPrepState::eUNBATCHABLE;
+
+ blockDesc.numContactPatches = PxU16(c.contactPatchCount - blockDesc.startContactPatchIndex);
+ blockDesc.numFrictionPatches = c.frictionPatchCount - blockDesc.startFrictionPatchIndex;
+
+ invMassScale0[a] *= blockDesc.mInvMassScales.linear0;
+ invMassScale1[a] *= blockDesc.mInvMassScales.linear1;
+ invInertiaScale0[a] *= blockDesc.mInvMassScales.angular0;
+ invInertiaScale1[a] *= blockDesc.mInvMassScales.angular1;
+
+ }
+
+ //OK, now we need to work out how much memory to allocate, allocate it and then block-create the constraints...
+
+ PxU8* solverConstraint = NULL;
+ PxU32 solverConstraintByteSize = 0;
+ PxU32 axisConstraintCount[4];
+ PxU32 numContactPoints4 = 0;
+
+ SolverConstraintPrepState::Enum state = reserveBlockStreamsCoulomb4(blockDescs, threadContext, c,
+ solverConstraint, numFrictionPerPoint,
+ solverConstraintByteSize,
+ axisConstraintCount, numContactPoints4, constraintAllocator);
+
+ if(state != SolverConstraintPrepState::eSUCCESS)
+ return state;
+
+ //OK, we allocated the memory, now let's create the constraints
+
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ PxSolverConstraintDesc& desc = *blockDescs[a].desc;
+ //n[a]->solverConstraintPointer = solverConstraint;
+ desc.constraint = solverConstraint;
+
+ //KS - TODO - add back in counters for axisConstraintCount somewhere...
+ blockDescs[a].axisConstraintCount += Ps::to16(axisConstraintCount[a]);
+
+ desc.constraintLengthOver16 = Ps::to16(solverConstraintByteSize/16);
+
+ PxU32 writeBackLength = outputs[a]->nbContacts * sizeof(PxReal);
+ void* writeBack = outputs[a]->contactForces;
+ desc.writeBack = writeBack;
+ setWritebackLength(desc, writeBackLength);
+ }
+
+ const Vec4V iMassScale0 = V4LoadA(invMassScale0);
+ const Vec4V iInertiaScale0 = V4LoadA(invInertiaScale0);
+ const Vec4V iMassScale1 = V4LoadA(invMassScale1);
+ const Vec4V iInertiaScale1 = V4LoadA(invInertiaScale1);
+
+
+ bool hasFriction = setupFinalizeSolverConstraintsCoulomb4(blockDescs, solverConstraint,
+ invDtF32, bounceThresholdF32, c, numFrictionPerPoint, numContactPoints4, solverConstraintByteSize,
+ iMassScale0, iInertiaScale0, iMassScale1, iInertiaScale1);
+
+ *(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize)) = 0;
+ *(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize + 4)) = hasFriction ? 0xFFFFFFFF : 0;
+
+
+ return SolverConstraintPrepState::eSUCCESS;
+}
+
+}
+
+}
+