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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/DySolverConstraintsShared.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_CORE_SHARED_H
+#define DY_SOLVER_CORE_SHARED_H
+
+#include "foundation/PxPreprocessor.h"
+#include "PsVecMath.h"
+
+#ifdef PX_SUPPORT_SIMD
+
+#include "CmPhysXCommon.h"
+#include "DySolverBody.h"
+#include "DySolverContact.h"
+#include "DySolverConstraint1D.h"
+#include "DySolverConstraintDesc.h"
+#include "PsUtilities.h"
+#include "DyConstraint.h"
+#include "PsAtomic.h"
+
+
+namespace physx
+{
+
+namespace Dy
+{
+ PX_FORCE_INLINE static FloatV solveDynamicContacts(SolverContactPoint* contacts, const PxU32 nbContactPoints, const Vec3VArg contactNormal,
+ const FloatVArg invMassA, const FloatVArg invMassB, const FloatVArg angDom0, const FloatVArg angDom1, Vec3V& linVel0_, Vec3V& angState0_,
+ Vec3V& linVel1_, Vec3V& angState1_, PxF32* PX_RESTRICT forceBuffer)
+{
+ Vec3V linVel0 = linVel0_;
+ Vec3V angState0 = angState0_;
+ Vec3V linVel1 = linVel1_;
+ Vec3V angState1 = angState1_;
+ FloatV accumulatedNormalImpulse = FZero();
+
+ const Vec3V delLinVel0 = V3Scale(contactNormal, invMassA);
+ const Vec3V delLinVel1 = V3Scale(contactNormal, invMassB);
+
+ for(PxU32 i=0;i<nbContactPoints;i++)
+ {
+ SolverContactPoint& c = contacts[i];
+ Ps::prefetchLine(&contacts[i], 128);
+
+ const Vec3V raXn = c.raXn;
+
+ const Vec3V rbXn = c.rbXn;
+
+ const FloatV appliedForce = FLoad(forceBuffer[i]);
+ const FloatV velMultiplier = c.getVelMultiplier();
+
+ /*const FloatV targetVel = c.getTargetVelocity();
+ const FloatV nScaledBias = c.getScaledBias();*/
+ const FloatV maxImpulse = c.getMaxImpulse();
+
+ //Compute the normal velocity of the constraint.
+ const Vec3V v0 = V3MulAdd(linVel0, contactNormal, V3Mul(angState0, raXn));
+ const Vec3V v1 = V3MulAdd(linVel1, contactNormal, V3Mul(angState1, rbXn));
+ const FloatV normalVel = V3SumElems(V3Sub(v0, v1));
+
+ const FloatV biasedErr = c.getBiasedErr();//FScaleAdd(targetVel, velMultiplier, nScaledBias);
+
+ //KS - clamp the maximum force
+ const FloatV _deltaF = FMax(FNegScaleSub(normalVel, velMultiplier, biasedErr), FNeg(appliedForce));
+ const FloatV _newForce = FAdd(appliedForce, _deltaF);
+ const FloatV newForce = FMin(_newForce, maxImpulse);
+ const FloatV deltaF = FSub(newForce, appliedForce);
+
+ linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0);
+ linVel1 = V3NegScaleSub(delLinVel1, deltaF, linVel1);
+ angState0 = V3ScaleAdd(raXn, FMul(deltaF, angDom0), angState0);
+ angState1 = V3NegScaleSub(rbXn, FMul(deltaF, angDom1), angState1);
+
+ FStore(newForce, &forceBuffer[i]);
+
+ accumulatedNormalImpulse = FAdd(accumulatedNormalImpulse, newForce);
+ }
+
+ linVel0_ = linVel0;
+ angState0_ = angState0;
+ linVel1_ = linVel1;
+ angState1_ = angState1;
+ return accumulatedNormalImpulse;
+}
+
+PX_FORCE_INLINE static FloatV solveStaticContacts(SolverContactPoint* contacts, const PxU32 nbContactPoints, const Vec3VArg contactNormal,
+ const FloatVArg invMassA, const FloatVArg angDom0, Vec3V& linVel0_, Vec3V& angState0_, PxF32* PX_RESTRICT forceBuffer)
+{
+ Vec3V linVel0 = linVel0_;
+ Vec3V angState0 = angState0_;
+ FloatV accumulatedNormalImpulse = FZero();
+
+ const Vec3V delLinVel0 = V3Scale(contactNormal, invMassA);
+
+ for(PxU32 i=0;i<nbContactPoints;i++)
+ {
+ SolverContactPoint& c = contacts[i];
+ Ps::prefetchLine(&contacts[i],128);
+
+ const Vec3V raXn = c.raXn;
+
+ const FloatV appliedForce = FLoad(forceBuffer[i]);
+ const FloatV velMultiplier = c.getVelMultiplier();
+
+ /*const FloatV targetVel = c.getTargetVelocity();
+ const FloatV nScaledBias = c.getScaledBias();*/
+ const FloatV maxImpulse = c.getMaxImpulse();
+
+ const Vec3V v0 = V3MulAdd(linVel0, contactNormal, V3Mul(angState0, raXn));
+ const FloatV normalVel = V3SumElems(v0);
+
+
+ const FloatV biasedErr = c.getBiasedErr();//FScaleAdd(targetVel, velMultiplier, nScaledBias);
+
+ // still lots to do here: using loop pipelining we can interweave this code with the
+ // above - the code here has a lot of stalls that we would thereby eliminate
+ const FloatV _deltaF = FMax(FNegScaleSub(normalVel, velMultiplier, biasedErr), FNeg(appliedForce));
+ const FloatV _newForce = FAdd(appliedForce, _deltaF);
+ const FloatV newForce = FMin(_newForce, maxImpulse);
+ const FloatV deltaF = FSub(newForce, appliedForce);
+
+ linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0);
+ angState0 = V3ScaleAdd(raXn, FMul(deltaF, angDom0), angState0);
+
+ FStore(newForce, &forceBuffer[i]);
+
+ accumulatedNormalImpulse = FAdd(accumulatedNormalImpulse, newForce);
+ }
+
+ linVel0_ = linVel0;
+ angState0_ = angState0;
+ return accumulatedNormalImpulse;
+}
+
+PX_FORCE_INLINE static FloatV solveExtContacts(SolverContactPointExt* contacts, const PxU32 nbContactPoints, const Vec3VArg contactNormal,
+ Vec3V& linVel0, Vec3V& angVel0,
+ Vec3V& linVel1, Vec3V& angVel1,
+ Vec3V& li0, Vec3V& ai0,
+ Vec3V& li1, Vec3V& ai1,
+ PxF32* PX_RESTRICT appliedForceBuffer)
+ {
+
+ FloatV accumulatedNormalImpulse = FZero();
+ for(PxU32 i=0;i<nbContactPoints;i++)
+ {
+ SolverContactPointExt& c = contacts[i];
+ Ps::prefetchLine(&contacts[i+1]);
+
+ const Vec3V raXn = c.raXn;
+ const Vec3V rbXn = c.rbXn;
+
+ const FloatV appliedForce = FLoad(appliedForceBuffer[i]);
+ const FloatV velMultiplier = c.getVelMultiplier();
+
+ /*const FloatV targetVel = c.getTargetVelocity();
+ const FloatV scaledBias = c.getScaledBias();*/
+
+ //Compute the normal velocity of the constraint.
+
+ Vec3V v = V3MulAdd(linVel0, contactNormal, V3Mul(angVel0, raXn));
+ v = V3Sub(v, V3MulAdd(linVel1, contactNormal, V3Mul(angVel1, rbXn)));
+ const FloatV normalVel = V3SumElems(v);
+
+ const FloatV biasedErr = c.getBiasedErr();//FNeg(scaledBias);
+
+ // still lots to do here: using loop pipelining we can interweave this code with the
+ // above - the code here has a lot of stalls that we would thereby eliminate
+
+ const FloatV deltaF = FMax(FNegScaleSub(normalVel, velMultiplier, biasedErr), FNeg(appliedForce));
+
+ linVel0 = V3ScaleAdd(c.linDeltaVA, deltaF, linVel0);
+ angVel0 = V3ScaleAdd(c.angDeltaVA, deltaF, angVel0);
+ linVel1 = V3ScaleAdd(c.linDeltaVB, deltaF, linVel1);
+ angVel1 = V3ScaleAdd(c.angDeltaVB, deltaF, angVel1);
+
+ li0 = V3ScaleAdd(contactNormal, deltaF, li0); ai0 = V3ScaleAdd(raXn, deltaF, ai0);
+ li1 = V3ScaleAdd(contactNormal, deltaF, li1); ai1 = V3ScaleAdd(rbXn, deltaF, ai1);
+
+ const FloatV newAppliedForce = FAdd(appliedForce, deltaF);
+
+ FStore(newAppliedForce, &appliedForceBuffer[i]);
+
+ accumulatedNormalImpulse = FAdd(accumulatedNormalImpulse, newAppliedForce);
+ }
+ return accumulatedNormalImpulse;
+ }
+
+}
+
+}
+
+#endif //PX_SUPPORT_SIMD
+
+#endif //DY_SOLVER_CORE_SHARED_H
+