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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/DySolverContact4.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_SOLVERCONTACT4_H
+#define DY_SOLVERCONTACT4_H
+
+#include "foundation/PxSimpleTypes.h"
+#include "foundation/PxVec3.h"
+#include "PxvConfig.h"
+#include "PsVecMath.h"
+#include "DySolverContact.h"
+
+namespace physx
+{
+
+struct PxcNpWorkUnit;
+struct PxSolverBody;
+struct PxSolverBodyData;
+struct PxSolverConstraintDesc;
+
+namespace Sc
+{
+ class ShapeInteraction;
+}
+
+namespace Dy
+{
+
+
+
+
+/**
+\brief Batched SOA contact data. Note, we don't support batching with extended contacts for the simple reason that handling multiple articulations would be complex.
+*/
+struct SolverContactHeader4
+{
+ enum
+ {
+ eHAS_MAX_IMPULSE = 1 << 0,
+ eHAS_TARGET_VELOCITY = 1 << 1
+ };
+
+ PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
+ PxU8 numNormalConstr;
+ PxU8 numFrictionConstr;
+ PxU8 flag;
+
+ PxU8 flags[4];
+ //These counts are the max of the 4 sets of data.
+ //When certain pairs have fewer patches/contacts than others, they are padded with 0s so that no work is performed but
+ //calculations are still shared (afterall, they're computationally free because we're doing 4 things at a time in SIMD)
+
+ //KS - used for write-back only
+ PxU8 numNormalConstr0, numNormalConstr1, numNormalConstr2, numNormalConstr3;
+ PxU8 numFrictionConstr0, numFrictionConstr1, numFrictionConstr2, numFrictionConstr3;
+
+ Vec4V restitution;
+ Vec4V staticFriction;
+ Vec4V dynamicFriction;
+ //Technically, these mass properties could be pulled out into a new structure and shared. For multi-manifold contacts,
+ //this would save 64 bytes per-manifold after the cost of the first manifold
+ Vec4V invMass0D0;
+ Vec4V invMass1D1;
+ Vec4V angDom0;
+ Vec4V angDom1;
+ //Normal is shared between all contacts in the batch. This will save some memory!
+ Vec4V normalX;
+ Vec4V normalY;
+ Vec4V normalZ;
+
+ Sc::ShapeInteraction* shapeInteraction[4]; //192 or 208
+};
+
+#if !PX_P64_FAMILY
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader4) == 192);
+#else
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactHeader4) == 208);
+#endif
+
+
+/**
+\brief This represents a batch of 4 contacts with static rolled into a single structure
+*/
+struct SolverContactBatchPointBase4
+{
+ Vec4V raXnX;
+ Vec4V raXnY;
+ Vec4V raXnZ;
+ Vec4V velMultiplier;
+ Vec4V scaledBias;
+ Vec4V biasedErr;
+};
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactBatchPointBase4) == 96);
+
+/**
+\brief Contains the additional data required to represent 4 contacts between 2 dynamic bodies
+@see SolverContactBatchPointBase4
+*/
+struct SolverContactBatchPointDynamic4 : public SolverContactBatchPointBase4
+{
+ Vec4V rbXnX;
+ Vec4V rbXnY;
+ Vec4V rbXnZ;
+};
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactBatchPointDynamic4) == 144);
+
+/**
+\brief This represents the shared information of a batch of 4 friction constraints
+*/
+struct SolverFrictionSharedData4
+{
+ BoolV broken;
+ PxU8* frictionBrokenWritebackByte[4];
+ Vec4V normalX[2];
+ Vec4V normalY[2];
+ Vec4V normalZ[2];
+};
+#if !PX_P64_FAMILY
+PX_COMPILE_TIME_ASSERT(sizeof(SolverFrictionSharedData4) == 128);
+#endif
+
+
+/**
+\brief This represents a batch of 4 friction constraints with static rolled into a single structure
+*/
+struct SolverContactFrictionBase4
+{
+ Vec4V raXnX;
+ Vec4V raXnY;
+ Vec4V raXnZ;
+ Vec4V scaledBias;
+ Vec4V velMultiplier;
+ Vec4V targetVelocity;
+};
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionBase4) == 96);
+
+/**
+\brief Contains the additional data required to represent 4 friction constraints between 2 dynamic bodies
+@see SolverContactFrictionBase4
+*/
+struct SolverContactFrictionDynamic4 : public SolverContactFrictionBase4
+{
+ Vec4V rbXnX;
+ Vec4V rbXnY;
+ Vec4V rbXnZ;
+};
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionDynamic4) == 144);
+
+}
+
+}
+
+#endif //DY_SOLVERCONTACT4_H