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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/DySolverContact.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/DySolverContact.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact.h | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact.h b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact.h new file mode 100644 index 00000000..f204633c --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact.h @@ -0,0 +1,228 @@ +// 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_SOLVERCONTACT_H +#define DY_SOLVERCONTACT_H + +#include "foundation/PxSimpleTypes.h" +#include "foundation/PxVec3.h" +#include "PxvConfig.h" +#include "PsVecMath.h" + +namespace physx +{ + +using namespace Ps::aos; + +namespace Sc +{ + class ShapeInteraction; +} +/** +\brief A header to represent a friction patch for the solver. +*/ + +namespace Dy +{ + +struct SolverContactHeader +{ + enum DySolverContactFlags + { + eHAS_FORCE_THRESHOLDS = 0x1 + }; + + PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. + PxU8 flags; + PxU8 numNormalConstr; + PxU8 numFrictionConstr; //4 + + PxReal angDom0; //8 + PxReal angDom1; //12 + PxReal invMass0; //16 + + Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W; //32 + Vec3V normal; //48 + + PxReal invMass1; //52 + PxU32 broken; //56 + PxU8* frictionBrokenWritebackByte; //60 64 + Sc::ShapeInteraction* shapeInteraction; //64 72 +#if PX_P64_FAMILY + PxU32 pad[2]; //64 80 +#endif // PX_X64 + + + PX_FORCE_INLINE void setStaticFriction(const FloatV f) {staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W,f);} + PX_FORCE_INLINE void setDynamicFriction(const FloatV f) {staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W,f);} + PX_FORCE_INLINE void setDominance0(const FloatV f) {staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W,f);} + PX_FORCE_INLINE void setDominance1(const FloatV f) {staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W,f);} + + PX_FORCE_INLINE FloatV getStaticFriction() const {return V4GetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE FloatV getDynamicFriction() const {return V4GetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE FloatV getDominance0() const {return V4GetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE FloatV getDominance1() const {return V4GetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + + PX_FORCE_INLINE void setStaticFriction(PxF32 f) {V4WriteX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f);} + PX_FORCE_INLINE void setDynamicFriction(PxF32 f) {V4WriteY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f);} + PX_FORCE_INLINE void setDominance0(PxF32 f) {V4WriteZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f);} + PX_FORCE_INLINE void setDominance1(PxF32 f) {V4WriteW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, f);} + + PX_FORCE_INLINE PxF32 getStaticFrictionPxF32() const {return V4ReadX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE PxF32 getDynamicFrictionPxF32() const {return V4ReadY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE PxF32 getDominance0PxF32() const {return V4ReadZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} + PX_FORCE_INLINE PxF32 getDominance1PxF32() const {return V4ReadW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W);} +}; + +#if !PX_P64_FAMILY +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 64); +#else +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader) == 80); +#endif + +/** +\brief A single rigid body contact point for the solver. +*/ +struct SolverContactPoint +{ + Vec3V raXn; + Vec3V rbXn; + + PxF32 velMultiplier; + PxF32 biasedErr; + PxF32 unbiasedErr; + PxF32 maxImpulse; + + PX_FORCE_INLINE FloatV getVelMultiplier() const {return FLoad(velMultiplier);} + + PX_FORCE_INLINE FloatV getBiasedErr() const {return FLoad(biasedErr);} + PX_FORCE_INLINE FloatV getMaxImpulse() const {return FLoad(maxImpulse);} + + +#ifdef PX_SUPPORT_SIMD + PX_FORCE_INLINE Vec3V getRaXn() const {return raXn;} + PX_FORCE_INLINE Vec3V getRbXn() const {return rbXn;} +#endif + + PX_FORCE_INLINE void setRaXn(const PxVec3& v) {V3WriteXYZ(raXn, v);} + PX_FORCE_INLINE void setRbXn(const PxVec3& v) {V3WriteXYZ(rbXn, v);} + PX_FORCE_INLINE void setVelMultiplier(PxF32 f) {velMultiplier = f;} + + PX_FORCE_INLINE void setBiasedErr(PxF32 f) {biasedErr = f;} + PX_FORCE_INLINE void setUnbiasedErr(PxF32 f) {unbiasedErr = f;} + + PX_FORCE_INLINE PxF32 getVelMultiplierPxF32() const {return velMultiplier;} + PX_FORCE_INLINE const PxVec3& getRaXnPxVec3() const {return V3ReadXYZ(raXn);} + PX_FORCE_INLINE const PxVec3& getRbXnPxVec3() const {return V3ReadXYZ(rbXn);} + PX_FORCE_INLINE PxF32 getBiasedErrPxF32() const {return biasedErr;} +}; + + +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPoint) == 48); + +/** +\brief A single extended articulation contact point for the solver. +*/ +struct SolverContactPointExt : public SolverContactPoint +{ + Vec3V linDeltaVA; + Vec3V angDeltaVA; + Vec3V linDeltaVB; + Vec3V angDeltaVB; +}; + +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactPointExt) == 112); + + +/** +\brief A single friction constraint for the solver. +*/ +struct SolverContactFriction +{ + Vec4V normalXYZ_appliedForceW; //16 + Vec4V raXnXYZ_velMultiplierW; //32 + Vec4V rbXnXYZ_biasW; //48 + PxReal targetVel; //52 + PxU32 mPad[3]; //64 + + PX_FORCE_INLINE void setAppliedForce(const FloatV f) {normalXYZ_appliedForceW=V4SetW(normalXYZ_appliedForceW,f);} + PX_FORCE_INLINE void setVelMultiplier(const FloatV f) {raXnXYZ_velMultiplierW=V4SetW(raXnXYZ_velMultiplierW,f);} + PX_FORCE_INLINE void setBias(const FloatV f) {rbXnXYZ_biasW=V4SetW(rbXnXYZ_biasW,f);} + + PX_FORCE_INLINE FloatV getAppliedForce() const {return V4GetW(normalXYZ_appliedForceW);} + PX_FORCE_INLINE FloatV getVelMultiplier() const {return V4GetW(raXnXYZ_velMultiplierW);} + PX_FORCE_INLINE FloatV getBias() const {return V4GetW(rbXnXYZ_biasW);} + +#ifdef PX_SUPPORT_SIMD + PX_FORCE_INLINE Vec3V getNormal() const {return Vec3V_From_Vec4V(normalXYZ_appliedForceW);} + PX_FORCE_INLINE Vec3V getRaXn() const {return Vec3V_From_Vec4V(raXnXYZ_velMultiplierW);} + PX_FORCE_INLINE Vec3V getRbXn() const {return Vec3V_From_Vec4V(rbXnXYZ_biasW);} +#endif + + PX_FORCE_INLINE void setNormal(const PxVec3& v) {V4WriteXYZ(normalXYZ_appliedForceW, v);} + PX_FORCE_INLINE void setRaXn(const PxVec3& v) {V4WriteXYZ(raXnXYZ_velMultiplierW, v);} + PX_FORCE_INLINE void setRbXn(const PxVec3& v) {V4WriteXYZ(rbXnXYZ_biasW, v);} + + PX_FORCE_INLINE const PxVec3& getNormalPxVec3() const {return V4ReadXYZ(normalXYZ_appliedForceW);} + PX_FORCE_INLINE const PxVec3& getRaXnPxVec3() const {return V4ReadXYZ(raXnXYZ_velMultiplierW);} + PX_FORCE_INLINE const PxVec3& getRbXnPxVec3() const {return V4ReadXYZ(rbXnXYZ_biasW);} + + PX_FORCE_INLINE void setAppliedForce(PxF32 f) {V4WriteW(normalXYZ_appliedForceW, f);} + PX_FORCE_INLINE void setVelMultiplier(PxF32 f) {V4WriteW(raXnXYZ_velMultiplierW, f);} + PX_FORCE_INLINE void setBias(PxF32 f) {V4WriteW(rbXnXYZ_biasW, f);} + + PX_FORCE_INLINE PxF32 getAppliedForcePxF32() const {return V4ReadW(normalXYZ_appliedForceW);} + PX_FORCE_INLINE PxF32 getVelMultiplierPxF32() const {return V4ReadW(raXnXYZ_velMultiplierW);} + PX_FORCE_INLINE PxF32 getBiasPxF32() const {return V4ReadW(rbXnXYZ_biasW);} + +}; + +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFriction) == 64); + +/** +\brief A single extended articulation friction constraint for the solver. +*/ +struct SolverContactFrictionExt : public SolverContactFriction +{ + Vec3V linDeltaVA; + Vec3V angDeltaVA; + Vec3V linDeltaVB; + Vec3V angDeltaVB; +}; +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionExt) == 128); + +} + +} + + + +#endif //DY_SOLVERCONTACT_H |