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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/DySolverConstraintExtShared.h | |
| 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/DySolverConstraintExtShared.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DySolverConstraintExtShared.h | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DySolverConstraintExtShared.h b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverConstraintExtShared.h new file mode 100644 index 00000000..2c2f59f9 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverConstraintExtShared.h @@ -0,0 +1,116 @@ +// 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_EXT_SHARED_H +#define DY_SOLVER_CONSTRAINT_EXT_SHARED_H + +#include "foundation/PxPreprocessor.h" +#include "PsVecMath.h" +#include "DyArticulationContactPrep.h" +#include "DySolverConstraintDesc.h" +#include "DySolverConstraint1D.h" +#include "DySolverContact.h" +#include "DySolverContactPF.h" +#include "DyArticulationHelper.h" +#include "PxcNpWorkUnit.h" +#include "PxsMaterialManager.h" +#include "PxsMaterialCombiner.h" + +namespace physx +{ +namespace Dy +{ + PX_FORCE_INLINE void setupExtSolverContact(const SolverExtBody& b0, const SolverExtBody& b1, + const PxF32 d0, const PxF32 d1, const PxF32 angD0, const PxF32 angD1, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, + const Vec3VArg normal, const FloatVArg invDt, const FloatVArg invDtp8, const FloatVArg restDistance, const FloatVArg maxPenBias, const FloatVArg restitution, + const FloatVArg bounceThreshold, const Gu::ContactPoint& contact, SolverContactPointExt& solverContact, const FloatVArg ccdMaxSeparation) + { + const FloatV zero = FZero(); + const FloatV separation = FLoad(contact.separation); + + const FloatV penetration = FSub(separation, restDistance); + + const PxVec3 ra = contact.point - bodyFrame0.p; + const PxVec3 rb = contact.point - bodyFrame1.p; + + const PxVec3 raXn = ra.cross(contact.normal); + const PxVec3 rbXn = rb.cross(contact.normal); + + Cm::SpatialVector deltaV0, deltaV1; + + const Cm::SpatialVector resp0 = createImpulseResponseVector(contact.normal, raXn, b0); + const Cm::SpatialVector resp1 = createImpulseResponseVector(-contact.normal, -rbXn, b1); + + const FloatV unitResponse = FLoad(getImpulseResponse(b0, resp0, deltaV0, d0, angD0, + b1, resp1, deltaV1, d1, angD1)); + + const FloatV vel0 = FLoad(b0.projectVelocity(contact.normal, raXn)); + const FloatV vel1 = FLoad(b1.projectVelocity(contact.normal, rbXn)); + const FloatV vrel = FSub(vel0, vel1); + + FloatV velMultiplier = FSel(FIsEq(unitResponse, zero), zero, FRecip(unitResponse)); + FloatV scaledBias = FMul(velMultiplier, FMax(maxPenBias, FMul(penetration, invDtp8))); + const FloatV penetrationInvDt = FMul(penetration, invDt); + + const BoolV isGreater2 = BAnd(BAnd(FIsGrtr(restitution, zero), FIsGrtr(bounceThreshold, vrel)), FIsGrtr(FNeg(vrel), penetrationInvDt)); + + const BoolV ccdSeparationCondition = FIsGrtrOrEq(ccdMaxSeparation, penetration); + + scaledBias = FSel(BAnd(ccdSeparationCondition, isGreater2), zero, scaledBias); + + FloatV targetVelocity = FSel(isGreater2, FMul(FNeg(vrel), restitution), zero); + + //Get the rigid body's current velocity and embed into the constraint target velocities + if(b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK) + targetVelocity = FSub(targetVelocity, vel0); + else if(b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK) + targetVelocity = FAdd(targetVelocity, vel1); + + targetVelocity = FAdd(targetVelocity, V3Dot(V3LoadA(contact.targetVel), normal)); + + const FloatV biasedErr = FScaleAdd(targetVelocity, velMultiplier, FNeg(scaledBias)); + const FloatV unbiasedErr = FScaleAdd(targetVelocity, velMultiplier, FSel(isGreater2, zero, FNeg(FMax(scaledBias, zero)))); + + + FStore(velMultiplier, &solverContact.velMultiplier); + FStore(biasedErr, &solverContact.biasedErr); + FStore(unbiasedErr, &solverContact.unbiasedErr); + solverContact.maxImpulse = contact.maxImpulse; + + solverContact.raXn = V3LoadA(resp0.angular); + solverContact.rbXn = V3Neg(V3LoadA(resp1.angular)); + solverContact.linDeltaVA = V3LoadA(deltaV0.linear); + solverContact.angDeltaVA = V3LoadA(deltaV0.angular); + solverContact.linDeltaVB = V3LoadA(deltaV1.linear); + solverContact.angDeltaVB = V3LoadA(deltaV1.angular); + } +} +} + +#endif //DY_SOLVER_CONSTRAINT_EXT_SHARED_H |