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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/DySolverConstraint1D.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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.
+
+
+#ifndef DY_SOLVER_CONSTRAINT_1D_H
+#define DY_SOLVER_CONSTRAINT_1D_H
+
+#include "foundation/PxVec3.h"
+#include "PxvConfig.h"
+#include "DyArticulationUtils.h"
+#include "DySolverConstraintTypes.h"
+#include "DySolverBody.h"
+#include "PxConstraintDesc.h"
+#include "DySolverConstraintDesc.h"
+
+namespace physx
+{
+
+namespace Dy
+{
+
+// dsequeira: we should probably fork these structures for constraints and extended constraints,
+// since there's a few things that are used for one but not the other
+
+struct SolverConstraint1DHeader
+{
+ PxU8 type; // enum SolverConstraintType - must be first byte
+ PxU8 count; // count of following 1D constraints
+ PxU8 dominance;
+ PxU8 breakable; // indicate whether this constraint is breakable or not
+
+ PxReal linBreakImpulse;
+ PxReal angBreakImpulse;
+ PxReal invMass0D0;
+ PxVec3 body0WorldOffset;
+ PxReal invMass1D1;
+ PxReal linearInvMassScale0; // only used by articulations
+ PxReal angularInvMassScale0; // only used by articulations
+ PxReal linearInvMassScale1; // only used by articulations
+ PxReal angularInvMassScale1; // only used by articulations
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DHeader) == 48);
+
+PX_ALIGN_PREFIX(16)
+struct SolverConstraint1D
+{
+public:
+ PxVec3 lin0; //!< linear velocity projection (body 0)
+ PxReal constant; //!< constraint constant term
+
+ PxVec3 lin1; //!< linear velocity projection (body 1)
+ PxReal unbiasedConstant; //!< constraint constant term without bias
+
+ PxVec3 ang0; //!< angular velocity projection (body 0)
+ PxReal velMultiplier; //!< constraint velocity multiplier
+
+ PxVec3 ang1; //!< angular velocity projection (body 1)
+ PxReal impulseMultiplier; //!< constraint impulse multiplier
+
+ PxVec3 ang0Writeback; //!< unscaled angular velocity projection (body 0)
+ PxU32 pad;
+
+ PxReal minImpulse; //!< Lower bound on impulse magnitude
+ PxReal maxImpulse; //!< Upper bound on impulse magnitude
+ PxReal appliedForce; //!< applied force to correct velocity+bias
+ PxU32 flags;
+} PX_ALIGN_SUFFIX(16);
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1D) == 96);
+
+
+struct SolverConstraint1DExt : public SolverConstraint1D
+{
+public:
+ Cm::SpatialVectorV deltaVA;
+ Cm::SpatialVectorV deltaVB;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DExt) == 160);
+
+
+PX_FORCE_INLINE void init(SolverConstraint1DHeader& h,
+ PxU8 count,
+ bool isExtended,
+ const PxConstraintInvMassScale& ims)
+{
+ h.type = PxU8(isExtended ? DY_SC_TYPE_EXT_1D : DY_SC_TYPE_RB_1D);
+ h.count = count;
+ h.dominance = 0;
+ h.linearInvMassScale0 = ims.linear0;
+ h.angularInvMassScale0 = ims.angular0;
+ h.linearInvMassScale1 = -ims.linear1;
+ h.angularInvMassScale1 = -ims.angular1;
+}
+
+PX_FORCE_INLINE void init(SolverConstraint1D& c,
+ const PxVec3& _linear0, const PxVec3& _linear1,
+ const PxVec3& _angular0, const PxVec3& _angular1,
+ PxReal _minImpulse, PxReal _maxImpulse)
+{
+ PX_ASSERT(_linear0.isFinite());
+ PX_ASSERT(_linear1.isFinite());
+ c.lin0 = _linear0;
+ c.lin1 = _linear1;
+ c.ang0 = _angular0;
+ c.ang1 = _angular1;
+ c.minImpulse = _minImpulse;
+ c.maxImpulse = _maxImpulse;
+ c.flags = 0;
+ c.appliedForce = 0;
+}
+
+PX_FORCE_INLINE bool needsNormalVel(const Px1DConstraint &c)
+{
+ return c.flags & Px1DConstraintFlag::eRESTITUTION
+ || (c.flags & Px1DConstraintFlag::eSPRING && c.flags & Px1DConstraintFlag::eACCELERATION_SPRING);
+}
+
+PX_FORCE_INLINE void setSolverConstants(PxReal& constant,
+ PxReal& unbiasedConstant,
+ PxReal& velMultiplier,
+ PxReal& impulseMultiplier,
+ const Px1DConstraint& c,
+ PxReal normalVel,
+ PxReal unitResponse,
+ PxReal minRowResponse,
+ PxReal erp,
+ PxReal dt,
+ PxReal recipdt)
+{
+ PX_ASSERT(PxIsFinite(unitResponse));
+ PxReal recipResponse = unitResponse <= minRowResponse ? 0 : 1.0f/unitResponse;
+ PxReal geomError = c.geometricError * erp;
+
+ if(c.flags & Px1DConstraintFlag::eSPRING)
+ {
+ PxReal a = dt * dt * c.mods.spring.stiffness + dt * c.mods.spring.damping;
+ PxReal b = dt * (c.mods.spring.damping * c.velocityTarget - c.mods.spring.stiffness * geomError);
+
+ if(c.flags & Px1DConstraintFlag::eACCELERATION_SPRING)
+ {
+ PxReal x = 1.0f/(1.0f+a);
+ constant = unbiasedConstant = x * recipResponse * b;
+ velMultiplier = -x * recipResponse * a;
+ impulseMultiplier = 1.0f-x;
+ }
+ else
+ {
+ PxReal x = 1.0f/(1.0f+a*unitResponse);
+ constant = unbiasedConstant = x * b;
+ velMultiplier = -x*a;
+ impulseMultiplier = 1.0f-x;
+ }
+ }
+ else
+ {
+ velMultiplier = -recipResponse;
+ impulseMultiplier = 1.0f;
+
+ if(c.flags & Px1DConstraintFlag::eRESTITUTION && -normalVel>c.mods.bounce.velocityThreshold)
+ {
+ unbiasedConstant = constant = recipResponse * c.mods.bounce.restitution*-normalVel;
+ }
+ else
+ {
+ // see usage of 'for internal use' in preprocessRows()
+ constant = recipResponse * (c.velocityTarget - geomError*recipdt);
+ unbiasedConstant = recipResponse * (c.velocityTarget - c.forInternalUse*recipdt);
+ }
+ }
+}
+
+}
+}
+
+#endif //DY_SOLVER_CONSTRAINT_1D_H