diff options
| 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/DySolverContact4.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/DySolverContact4.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact4.h | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact4.h b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact4.h new file mode 100644 index 00000000..31fc9a6d --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContact4.h @@ -0,0 +1,179 @@ +// 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 |