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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.
+
+
+#include "foundation/PxPreprocessor.h"
+#include "PsVecMath.h"
+#include "PsFPU.h"
+
+#ifdef PX_SUPPORT_SIMD
+
+#include "CmPhysXCommon.h"
+#include "DySolverBody.h"
+#include "DySolverContact.h"
+#include "DySolverConstraint1D.h"
+#include "DySolverConstraintDesc.h"
+#include "DyThresholdTable.h"
+#include "DySolverContext.h"
+#include "PsUtilities.h"
+#include "DyConstraint.h"
+#include "PsAtomic.h"
+#include "DySolverContact4.h"
+#include "DySolverConstraint1D4.h"
+
+namespace physx
+{
+
+namespace Dy
+{
+
+static void solveContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache)
+{
+ PxSolverBody& b00 = *desc[0].bodyA;
+ PxSolverBody& b01 = *desc[0].bodyB;
+ PxSolverBody& b10 = *desc[1].bodyA;
+ PxSolverBody& b11 = *desc[1].bodyB;
+ PxSolverBody& b20 = *desc[2].bodyA;
+ PxSolverBody& b21 = *desc[2].bodyB;
+ PxSolverBody& b30 = *desc[3].bodyA;
+ PxSolverBody& b31 = *desc[3].bodyB;
+
+ //We'll need this.
+ const Vec4V vZero = V4Zero();
+
+ Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
+ Vec4V linVel01 = V4LoadA(&b01.linearVelocity.x);
+ Vec4V angState00 = V4LoadA(&b00.angularState.x);
+ Vec4V angState01 = V4LoadA(&b01.angularState.x);
+
+ Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
+ Vec4V linVel11 = V4LoadA(&b11.linearVelocity.x);
+ Vec4V angState10 = V4LoadA(&b10.angularState.x);
+ Vec4V angState11 = V4LoadA(&b11.angularState.x);
+
+ Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
+ Vec4V linVel21 = V4LoadA(&b21.linearVelocity.x);
+ Vec4V angState20 = V4LoadA(&b20.angularState.x);
+ Vec4V angState21 = V4LoadA(&b21.angularState.x);
+
+ Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
+ Vec4V linVel31 = V4LoadA(&b31.linearVelocity.x);
+ Vec4V angState30 = V4LoadA(&b30.angularState.x);
+ Vec4V angState31 = V4LoadA(&b31.angularState.x);
+
+
+ Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
+ Vec4V linVel1T0, linVel1T1, linVel1T2, linVel1T3;
+ Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
+ Vec4V angState1T0, angState1T1, angState1T2, angState1T3;
+
+
+ PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
+ PX_TRANSPOSE_44(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2, linVel1T3);
+ PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
+ PX_TRANSPOSE_44(angState01, angState11, angState21, angState31, angState1T0, angState1T1, angState1T2, angState1T3);
+
+
+ const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
+
+ //hopefully pointer aliasing doesn't bite.
+ PxU8* PX_RESTRICT currPtr = desc[0].constraint;
+
+ Vec4V vMax = V4Splat(FMax());
+
+ const PxU8* PX_RESTRICT prefetchAddress = currPtr + sizeof(SolverContactHeader4) + sizeof(SolverContactBatchPointDynamic4);
+
+ const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
+
+ const Vec4V invMassA = hdr->invMass0D0;
+ const Vec4V invMassB = hdr->invMass1D1;
+
+ const Vec4V sumInvMass = V4Add(invMassA, invMassB);
+
+
+ while(currPtr < last)
+ {
+
+ hdr = reinterpret_cast<const SolverContactHeader4*>(currPtr);
+
+ PX_ASSERT(hdr->type == DY_SC_TYPE_BLOCK_RB_CONTACT);
+
+ currPtr = reinterpret_cast<PxU8*>(const_cast<SolverContactHeader4*>(hdr) + 1);
+
+ const PxU32 numNormalConstr = hdr->numNormalConstr;
+ const PxU32 numFrictionConstr = hdr->numFrictionConstr;
+
+ bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
+
+ Vec4V* appliedForces = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V)*numNormalConstr;
+
+ SolverContactBatchPointDynamic4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointDynamic4*>(currPtr);
+
+ Vec4V* maxImpulses;
+ currPtr = reinterpret_cast<PxU8*>(contacts + numNormalConstr);
+ PxU32 maxImpulseMask = 0;
+ if(hasMaxImpulse)
+ {
+ maxImpulseMask = 0xFFFFFFFF;
+ maxImpulses = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V) * numNormalConstr;
+ }
+ else
+ {
+ maxImpulses = &vMax;
+ }
+
+
+ SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
+ if(numFrictionConstr)
+ currPtr += sizeof(SolverFrictionSharedData4);
+
+ Vec4V* frictionAppliedForce = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V)*numFrictionConstr;
+
+ const SolverContactFrictionDynamic4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionDynamic4*>(currPtr);
+ currPtr += numFrictionConstr * sizeof(SolverContactFrictionDynamic4);
+
+ Vec4V accumulatedNormalImpulse = vZero;
+
+ const Vec4V angD0 = hdr->angDom0;
+ const Vec4V angD1 = hdr->angDom1;
+
+ const Vec4V _normalT0 = hdr->normalX;
+ const Vec4V _normalT1 = hdr->normalY;
+ const Vec4V _normalT2 = hdr->normalZ;
+
+ Vec4V contactNormalVel1 = V4Mul(linVel0T0, _normalT0);
+ Vec4V contactNormalVel3 = V4Mul(linVel1T0, _normalT0);
+ contactNormalVel1 = V4MulAdd(linVel0T1, _normalT1, contactNormalVel1);
+ contactNormalVel3 = V4MulAdd(linVel1T1, _normalT1, contactNormalVel3);
+ contactNormalVel1 = V4MulAdd(linVel0T2, _normalT2, contactNormalVel1);
+ contactNormalVel3 = V4MulAdd(linVel1T2, _normalT2, contactNormalVel3);
+
+ Vec4V relVel1 = V4Sub(contactNormalVel1, contactNormalVel3);
+
+ Vec4V accumDeltaF = vZero;
+
+ for(PxU32 i=0;i<numNormalConstr;i++)
+ {
+ const SolverContactBatchPointDynamic4& c = contacts[i];
+
+ PxU32 offset = 0;
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ prefetchAddress += offset;
+
+ const Vec4V appliedForce = appliedForces[i];
+ const Vec4V maxImpulse = maxImpulses[i & maxImpulseMask];
+
+ Vec4V contactNormalVel2 = V4Mul(c.raXnX, angState0T0);
+ Vec4V contactNormalVel4 = V4Mul(c.rbXnX, angState1T0);
+
+ contactNormalVel2 = V4MulAdd(c.raXnY, angState0T1, contactNormalVel2);
+ contactNormalVel4 = V4MulAdd(c.rbXnY, angState1T1, contactNormalVel4);
+
+ contactNormalVel2 = V4MulAdd(c.raXnZ, angState0T2, contactNormalVel2);
+ contactNormalVel4 = V4MulAdd(c.rbXnZ, angState1T2, contactNormalVel4);
+
+ const Vec4V normalVel = V4Add(relVel1, V4Sub(contactNormalVel2, contactNormalVel4));
+
+ Vec4V deltaF = V4NegMulSub(normalVel, c.velMultiplier, c.biasedErr);
+
+ deltaF = V4Max(deltaF, V4Neg(appliedForce));
+ const Vec4V newAppliedForce = V4Min(V4Add(appliedForce, deltaF), maxImpulse);
+ deltaF = V4Sub(newAppliedForce, appliedForce);
+
+ accumDeltaF = V4Add(accumDeltaF, deltaF);
+
+ const Vec4V angDetaF0 = V4Mul(deltaF, angD0);
+ const Vec4V angDetaF1 = V4Mul(deltaF, angD1);
+
+ relVel1 = V4MulAdd(sumInvMass, deltaF, relVel1);
+
+ angState0T0 = V4MulAdd(c.raXnX, angDetaF0, angState0T0);
+ angState1T0 = V4NegMulSub(c.rbXnX, angDetaF1, angState1T0);
+
+ angState0T1 = V4MulAdd(c.raXnY, angDetaF0, angState0T1);
+ angState1T1 = V4NegMulSub(c.rbXnY, angDetaF1, angState1T1);
+
+ angState0T2 = V4MulAdd(c.raXnZ, angDetaF0, angState0T2);
+ angState1T2 = V4NegMulSub(c.rbXnZ, angDetaF1, angState1T2);
+
+ appliedForces[i] = newAppliedForce;
+
+ accumulatedNormalImpulse = V4Add(accumulatedNormalImpulse, newAppliedForce);
+ }
+
+ const Vec4V accumDeltaF_IM0 = V4Mul(accumDeltaF, invMassA);
+ const Vec4V accumDeltaF_IM1 = V4Mul(accumDeltaF, invMassB);
+
+ linVel0T0 = V4MulAdd(_normalT0, accumDeltaF_IM0, linVel0T0);
+ linVel1T0 = V4NegMulSub(_normalT0, accumDeltaF_IM1, linVel1T0);
+ linVel0T1 = V4MulAdd(_normalT1, accumDeltaF_IM0, linVel0T1);
+ linVel1T1 = V4NegMulSub(_normalT1, accumDeltaF_IM1, linVel1T1);
+ linVel0T2 = V4MulAdd(_normalT2, accumDeltaF_IM0, linVel0T2);
+ linVel1T2 = V4NegMulSub(_normalT2, accumDeltaF_IM1, linVel1T2);
+
+
+ if(cache.doFriction && numFrictionConstr)
+ {
+ const Vec4V staticFric = hdr->staticFriction;
+ const Vec4V dynamicFric = hdr->dynamicFriction;
+
+ const Vec4V maxFrictionImpulse = V4Mul(staticFric, accumulatedNormalImpulse);
+ const Vec4V maxDynFrictionImpulse = V4Mul(dynamicFric, accumulatedNormalImpulse);
+ const Vec4V negMaxDynFrictionImpulse = V4Neg(maxDynFrictionImpulse);
+ //const Vec4V negMaxFrictionImpulse = V4Neg(maxFrictionImpulse);
+ BoolV broken = BFFFF();
+
+ if(cache.writeBackIteration)
+ {
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[0]);
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[1]);
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[2]);
+ }
+
+
+ for(PxU32 i=0;i<numFrictionConstr;i++)
+ {
+ const SolverContactFrictionDynamic4& f = frictions[i];
+
+ PxU32 offset = 0;
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ prefetchAddress += offset;
+
+ const Vec4V appliedForce = frictionAppliedForce[i];
+
+ const Vec4V normalT0 = fd->normalX[i&1];
+ const Vec4V normalT1 = fd->normalY[i&1];
+ const Vec4V normalT2 = fd->normalZ[i&1];
+
+ Vec4V normalVel1 = V4Mul(linVel0T0, normalT0);
+ Vec4V normalVel2 = V4Mul(f.raXnX, angState0T0);
+ Vec4V normalVel3 = V4Mul(linVel1T0, normalT0);
+ Vec4V normalVel4 = V4Mul(f.rbXnX, angState1T0);
+
+ normalVel1 = V4MulAdd(linVel0T1, normalT1, normalVel1);
+ normalVel2 = V4MulAdd(f.raXnY, angState0T1, normalVel2);
+ normalVel3 = V4MulAdd(linVel1T1, normalT1, normalVel3);
+ normalVel4 = V4MulAdd(f.rbXnY, angState1T1, normalVel4);
+
+ normalVel1 = V4MulAdd(linVel0T2, normalT2, normalVel1);
+ normalVel2 = V4MulAdd(f.raXnZ, angState0T2, normalVel2);
+ normalVel3 = V4MulAdd(linVel1T2, normalT2, normalVel3);
+ normalVel4 = V4MulAdd(f.rbXnZ, angState1T2, normalVel4);
+
+ const Vec4V _normalVel = V4Add(normalVel1, normalVel2);
+ const Vec4V __normalVel = V4Add(normalVel3, normalVel4);
+
+ // appliedForce -bias * velMultiplier - a hoisted part of the total impulse computation
+
+ const Vec4V normalVel = V4Sub(_normalVel, __normalVel );
+
+ const Vec4V tmp1 = V4Sub(appliedForce, f.scaledBias);
+
+ const Vec4V totalImpulse = V4NegMulSub(normalVel, f.velMultiplier, tmp1);
+
+ broken = BOr(broken, V4IsGrtr(V4Abs(totalImpulse), maxFrictionImpulse));
+
+ const Vec4V newAppliedForce = V4Sel(broken, V4Min(maxDynFrictionImpulse, V4Max(negMaxDynFrictionImpulse, totalImpulse)), totalImpulse);
+
+ const Vec4V deltaF =V4Sub(newAppliedForce, appliedForce);
+
+ frictionAppliedForce[i] = newAppliedForce;
+
+ const Vec4V deltaFIM0 = V4Mul(deltaF, invMassA);
+ const Vec4V deltaFIM1 = V4Mul(deltaF, invMassB);
+
+ const Vec4V angDetaF0 = V4Mul(deltaF, angD0);
+ const Vec4V angDetaF1 = V4Mul(deltaF, angD1);
+
+ linVel0T0 = V4MulAdd(normalT0, deltaFIM0, linVel0T0);
+ linVel1T0 = V4NegMulSub(normalT0, deltaFIM1, linVel1T0);
+ angState0T0 = V4MulAdd(f.raXnX, angDetaF0, angState0T0);
+ angState1T0 = V4NegMulSub(f.rbXnX, angDetaF1, angState1T0);
+
+ linVel0T1 = V4MulAdd(normalT1, deltaFIM0, linVel0T1);
+ linVel1T1 = V4NegMulSub(normalT1, deltaFIM1, linVel1T1);
+ angState0T1 = V4MulAdd(f.raXnY, angDetaF0, angState0T1);
+ angState1T1 = V4NegMulSub(f.rbXnY, angDetaF1, angState1T1);
+
+ linVel0T2 = V4MulAdd(normalT2, deltaFIM0, linVel0T2);
+ linVel1T2 = V4NegMulSub(normalT2, deltaFIM1, linVel1T2);
+ angState0T2 = V4MulAdd(f.raXnZ, angDetaF0, angState0T2);
+ angState1T2 = V4NegMulSub(f.rbXnZ, angDetaF1, angState1T2);
+ }
+ fd->broken = broken;
+ }
+ }
+
+ PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
+ PX_TRANSPOSE_44(linVel1T0, linVel1T1, linVel1T2, linVel1T3, linVel01, linVel11, linVel21, linVel31);
+ PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
+ PX_TRANSPOSE_44(angState1T0, angState1T1, angState1T2, angState1T3, angState01, angState11, angState21, angState31);
+
+ PX_ASSERT(b00.linearVelocity.isFinite());
+ PX_ASSERT(b00.angularState.isFinite());
+ PX_ASSERT(b10.linearVelocity.isFinite());
+ PX_ASSERT(b10.angularState.isFinite());
+ PX_ASSERT(b20.linearVelocity.isFinite());
+ PX_ASSERT(b20.angularState.isFinite());
+ PX_ASSERT(b30.linearVelocity.isFinite());
+ PX_ASSERT(b30.angularState.isFinite());
+
+ PX_ASSERT(b01.linearVelocity.isFinite());
+ PX_ASSERT(b01.angularState.isFinite());
+ PX_ASSERT(b11.linearVelocity.isFinite());
+ PX_ASSERT(b11.angularState.isFinite());
+ PX_ASSERT(b21.linearVelocity.isFinite());
+ PX_ASSERT(b21.angularState.isFinite());
+ PX_ASSERT(b31.linearVelocity.isFinite());
+ PX_ASSERT(b31.angularState.isFinite());
+
+ // Write back
+ V4StoreA(linVel00, &b00.linearVelocity.x);
+ V4StoreA(angState00, &b00.angularState.x);
+ V4StoreA(linVel10, &b10.linearVelocity.x);
+ V4StoreA(angState10, &b10.angularState.x);
+ V4StoreA(linVel20, &b20.linearVelocity.x);
+ V4StoreA(angState20, &b20.angularState.x);
+ V4StoreA(linVel30, &b30.linearVelocity.x);
+ V4StoreA(angState30, &b30.angularState.x);
+
+ if(desc[0].bodyBDataIndex != 0)
+ {
+ V4StoreA(linVel01, &b01.linearVelocity.x);
+ V4StoreA(angState01, &b01.angularState.x);
+ }
+ if(desc[1].bodyBDataIndex != 0)
+ {
+ V4StoreA(linVel11, &b11.linearVelocity.x);
+ V4StoreA(angState11, &b11.angularState.x);
+ }
+ if(desc[2].bodyBDataIndex != 0)
+ {
+ V4StoreA(linVel21, &b21.linearVelocity.x);
+ V4StoreA(angState21, &b21.angularState.x);
+ }
+ if(desc[3].bodyBDataIndex != 0)
+ {
+ V4StoreA(linVel31, &b31.linearVelocity.x);
+ V4StoreA(angState31, &b31.angularState.x);
+ }
+
+ PX_ASSERT(b00.linearVelocity.isFinite());
+ PX_ASSERT(b00.angularState.isFinite());
+ PX_ASSERT(b10.linearVelocity.isFinite());
+ PX_ASSERT(b10.angularState.isFinite());
+ PX_ASSERT(b20.linearVelocity.isFinite());
+ PX_ASSERT(b20.angularState.isFinite());
+ PX_ASSERT(b30.linearVelocity.isFinite());
+ PX_ASSERT(b30.angularState.isFinite());
+
+ PX_ASSERT(b01.linearVelocity.isFinite());
+ PX_ASSERT(b01.angularState.isFinite());
+ PX_ASSERT(b11.linearVelocity.isFinite());
+ PX_ASSERT(b11.angularState.isFinite());
+ PX_ASSERT(b21.linearVelocity.isFinite());
+ PX_ASSERT(b21.angularState.isFinite());
+ PX_ASSERT(b31.linearVelocity.isFinite());
+ PX_ASSERT(b31.angularState.isFinite());
+}
+
+static void solveContact4_StaticBlock(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache)
+{
+ PxSolverBody& b00 = *desc[0].bodyA;
+ PxSolverBody& b10 = *desc[1].bodyA;
+ PxSolverBody& b20 = *desc[2].bodyA;
+ PxSolverBody& b30 = *desc[3].bodyA;
+
+ const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
+
+ //hopefully pointer aliasing doesn't bite.
+ PxU8* PX_RESTRICT currPtr = desc[0].constraint;
+
+
+ //We'll need this.
+ const Vec4V vZero = V4Zero();
+ Vec4V vMax = V4Splat(FMax());
+
+ Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
+ Vec4V angState00 = V4LoadA(&b00.angularState.x);
+
+ Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
+ Vec4V angState10 = V4LoadA(&b10.angularState.x);
+
+ Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
+ Vec4V angState20 = V4LoadA(&b20.angularState.x);
+
+ Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
+ Vec4V angState30 = V4LoadA(&b30.angularState.x);
+
+ Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
+ Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
+
+
+ PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
+ PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
+
+ const PxU8* PX_RESTRICT prefetchAddress = currPtr + sizeof(SolverContactHeader4) + sizeof(SolverContactBatchPointBase4);
+
+ const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
+
+ const Vec4V invMass0 = hdr->invMass0D0;
+
+ while((currPtr < last))
+ {
+ hdr = reinterpret_cast<const SolverContactHeader4*>(currPtr);
+
+ PX_ASSERT(hdr->type == DY_SC_TYPE_BLOCK_STATIC_RB_CONTACT);
+
+ currPtr = const_cast<PxU8*>(reinterpret_cast<const PxU8*>(hdr + 1));
+
+ const PxU32 numNormalConstr = hdr->numNormalConstr;
+ const PxU32 numFrictionConstr = hdr->numFrictionConstr;
+ bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
+
+ Vec4V* appliedForces = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V)*numNormalConstr;
+
+ SolverContactBatchPointBase4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointBase4*>(currPtr);
+
+ currPtr = reinterpret_cast<PxU8*>(contacts + numNormalConstr);
+
+ Vec4V* maxImpulses;
+ PxU32 maxImpulseMask;
+ if(hasMaxImpulse)
+ {
+ maxImpulseMask = 0xFFFFFFFF;
+ maxImpulses = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V) * numNormalConstr;
+ }
+ else
+ {
+ maxImpulseMask = 0;
+ maxImpulses = &vMax;
+ }
+
+ SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
+ if(numFrictionConstr)
+ currPtr += sizeof(SolverFrictionSharedData4);
+
+ Vec4V* frictionAppliedForces = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V)*numFrictionConstr;
+
+ const SolverContactFrictionBase4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionBase4*>(currPtr);
+ currPtr += numFrictionConstr * sizeof(SolverContactFrictionBase4);
+
+
+ Vec4V accumulatedNormalImpulse = vZero;
+
+ const Vec4V angD0 = hdr->angDom0;
+ const Vec4V _normalT0 = hdr->normalX;
+ const Vec4V _normalT1 = hdr->normalY;
+ const Vec4V _normalT2 = hdr->normalZ;
+
+ Vec4V contactNormalVel1 = V4Mul(linVel0T0, _normalT0);
+ contactNormalVel1 = V4MulAdd(linVel0T1, _normalT1, contactNormalVel1);
+
+ contactNormalVel1 = V4MulAdd(linVel0T2, _normalT2, contactNormalVel1);
+
+ Vec4V accumDeltaF = vZero;
+
+
+ for(PxU32 i=0;i<numNormalConstr;i++)
+ {
+ const SolverContactBatchPointBase4& c = contacts[i];
+
+ PxU32 offset = 0;
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ prefetchAddress += offset;
+
+ const Vec4V appliedForce = appliedForces[i];
+ const Vec4V maxImpulse = maxImpulses[i&maxImpulseMask];
+ Vec4V contactNormalVel2 = V4MulAdd(c.raXnX, angState0T0, contactNormalVel1);
+ contactNormalVel2 = V4MulAdd(c.raXnY, angState0T1, contactNormalVel2);
+ const Vec4V normalVel = V4MulAdd(c.raXnZ, angState0T2, contactNormalVel2);
+
+ const Vec4V _deltaF = V4Max(V4NegMulSub(normalVel, c.velMultiplier, c.biasedErr), V4Neg(appliedForce));
+
+ Vec4V newAppliedForce(V4Add(appliedForce, _deltaF));
+ newAppliedForce = V4Min(newAppliedForce, maxImpulse);
+ const Vec4V deltaF = V4Sub(newAppliedForce, appliedForce);
+ const Vec4V angDeltaF = V4Mul(angD0, deltaF);
+
+ accumDeltaF = V4Add(accumDeltaF, deltaF);
+
+ contactNormalVel1 = V4MulAdd(invMass0, deltaF, contactNormalVel1);
+ angState0T0 = V4MulAdd(c.raXnX, angDeltaF, angState0T0);
+ angState0T1 = V4MulAdd(c.raXnY, angDeltaF, angState0T1);
+ angState0T2 = V4MulAdd(c.raXnZ, angDeltaF, angState0T2);
+
+#if 1
+ appliedForces[i] = newAppliedForce;
+#endif
+
+ accumulatedNormalImpulse = V4Add(accumulatedNormalImpulse, newAppliedForce);
+ }
+
+ const Vec4V deltaFInvMass0 = V4Mul(accumDeltaF, invMass0);
+
+ linVel0T0 = V4MulAdd(_normalT0, deltaFInvMass0, linVel0T0);
+ linVel0T1 = V4MulAdd(_normalT1, deltaFInvMass0, linVel0T1);
+ linVel0T2 = V4MulAdd(_normalT2, deltaFInvMass0, linVel0T2);
+
+ if(cache.doFriction && numFrictionConstr)
+ {
+ const Vec4V staticFric = hdr->staticFriction;
+
+ const Vec4V dynamicFric = hdr->dynamicFriction;
+
+ const Vec4V maxFrictionImpulse = V4Mul(staticFric, accumulatedNormalImpulse);
+ const Vec4V maxDynFrictionImpulse = V4Mul(dynamicFric, accumulatedNormalImpulse);
+ const Vec4V negMaxDynFrictionImpulse = V4Neg(maxDynFrictionImpulse);
+
+ BoolV broken = BFFFF();
+
+ if(cache.writeBackIteration)
+ {
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[0]);
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[1]);
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[2]);
+ Ps::prefetchLine(fd->frictionBrokenWritebackByte[3]);
+ }
+
+ for(PxU32 i=0;i<numFrictionConstr;i++)
+ {
+ const SolverContactFrictionBase4& f = frictions[i];
+
+ PxU32 offset = 0;
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ Ps::prefetchLine(prefetchAddress, offset += 64);
+ prefetchAddress += offset;
+
+ const Vec4V appliedForce = frictionAppliedForces[i];
+
+ const Vec4V normalT0 = fd->normalX[i&1];
+ const Vec4V normalT1 = fd->normalY[i&1];
+ const Vec4V normalT2 = fd->normalZ[i&1];
+
+ Vec4V normalVel1 = V4Mul(linVel0T0, normalT0);
+ Vec4V normalVel2 = V4Mul(f.raXnX, angState0T0);
+
+ normalVel1 = V4MulAdd(linVel0T1, normalT1, normalVel1);
+ normalVel2 = V4MulAdd(f.raXnY, angState0T1, normalVel2);
+
+ normalVel1 = V4MulAdd(linVel0T2, normalT2, normalVel1);
+ normalVel2 = V4MulAdd(f.raXnZ, angState0T2, normalVel2);
+
+ //relative normal velocity for all 4 constraints
+ const Vec4V normalVel = V4Add(normalVel1, normalVel2);
+
+ // appliedForce -bias * velMultiplier - a hoisted part of the total impulse computation
+ const Vec4V tmp1 = V4Sub(appliedForce, f.scaledBias);
+
+ const Vec4V totalImpulse = V4NegMulSub(normalVel, f.velMultiplier, tmp1);
+
+ broken = BOr(broken, V4IsGrtr(V4Abs(totalImpulse), maxFrictionImpulse));
+
+ const Vec4V newAppliedForce = V4Sel(broken, V4Min(maxDynFrictionImpulse, V4Max(negMaxDynFrictionImpulse, totalImpulse)), totalImpulse);
+
+ const Vec4V deltaF =V4Sub(newAppliedForce, appliedForce);
+
+ const Vec4V deltaFInvMass = V4Mul(invMass0, deltaF);
+ const Vec4V angDeltaF = V4Mul(angD0, deltaF);
+
+ linVel0T0 = V4MulAdd(normalT0, deltaFInvMass, linVel0T0);
+ angState0T0 = V4MulAdd(f.raXnX, angDeltaF, angState0T0);
+
+ linVel0T1 = V4MulAdd(normalT1, deltaFInvMass, linVel0T1);
+ angState0T1 = V4MulAdd(f.raXnY, angDeltaF, angState0T1);
+
+ linVel0T2 = V4MulAdd(normalT2, deltaFInvMass, linVel0T2);
+ angState0T2 = V4MulAdd(f.raXnZ, angDeltaF, angState0T2);
+
+#if 1
+ frictionAppliedForces[i] = newAppliedForce;
+#endif
+
+ }
+
+ fd->broken = broken;
+ }
+ }
+
+ PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
+ PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
+
+ PX_ASSERT(b00.linearVelocity.isFinite());
+ PX_ASSERT(b00.angularState.isFinite());
+ PX_ASSERT(b10.linearVelocity.isFinite());
+ PX_ASSERT(b10.angularState.isFinite());
+ PX_ASSERT(b20.linearVelocity.isFinite());
+ PX_ASSERT(b20.angularState.isFinite());
+ PX_ASSERT(b30.linearVelocity.isFinite());
+ PX_ASSERT(b30.angularState.isFinite());
+
+ // Write back
+ V4StoreA(linVel00, &b00.linearVelocity.x);
+ V4StoreA(linVel10, &b10.linearVelocity.x);
+ V4StoreA(linVel20, &b20.linearVelocity.x);
+ V4StoreA(linVel30, &b30.linearVelocity.x);
+
+ V4StoreA(angState00, &b00.angularState.x);
+ V4StoreA(angState10, &b10.angularState.x);
+ V4StoreA(angState20, &b20.angularState.x);
+ V4StoreA(angState30, &b30.angularState.x);
+
+ PX_ASSERT(b00.linearVelocity.isFinite());
+ PX_ASSERT(b00.angularState.isFinite());
+ PX_ASSERT(b10.linearVelocity.isFinite());
+ PX_ASSERT(b10.angularState.isFinite());
+ PX_ASSERT(b20.linearVelocity.isFinite());
+ PX_ASSERT(b20.angularState.isFinite());
+ PX_ASSERT(b30.linearVelocity.isFinite());
+ PX_ASSERT(b30.angularState.isFinite());
+}
+
+static void concludeContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& /*cache*/, PxU32 contactSize, PxU32 frictionSize)
+{
+ const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
+
+ //hopefully pointer aliasing doesn't bite.
+ PxU8* PX_RESTRICT currPtr = desc[0].constraint;
+
+ while((currPtr < last))
+ {
+ const SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
+
+ currPtr = const_cast<PxU8*>(reinterpret_cast<const PxU8*>(hdr + 1));
+
+ const PxU32 numNormalConstr = hdr->numNormalConstr;
+ const PxU32 numFrictionConstr = hdr->numFrictionConstr;
+
+ currPtr += sizeof(Vec4V)*numNormalConstr;
+
+ SolverContactBatchPointBase4* PX_RESTRICT contacts = reinterpret_cast<SolverContactBatchPointBase4*>(currPtr);
+ currPtr += (numNormalConstr * contactSize);
+ bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
+
+ if(hasMaxImpulse)
+ currPtr += sizeof(Vec4V) * numNormalConstr;
+
+ currPtr += sizeof(Vec4V)*numFrictionConstr;
+
+ SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
+ if(numFrictionConstr)
+ currPtr += sizeof(SolverFrictionSharedData4);
+ PX_UNUSED(fd);
+
+ SolverContactFrictionBase4* PX_RESTRICT frictions = reinterpret_cast<SolverContactFrictionBase4*>(currPtr);
+ currPtr += (numFrictionConstr * frictionSize);
+
+ for(PxU32 i=0;i<numNormalConstr;i++)
+ {
+ SolverContactBatchPointBase4& c = *contacts;
+ contacts = reinterpret_cast<SolverContactBatchPointBase4*>((reinterpret_cast<PxU8*>(contacts)) + contactSize);
+ c.biasedErr = V4Sub(c.biasedErr, c.scaledBias);
+ }
+
+ for(PxU32 i=0;i<numFrictionConstr;i++)
+ {
+ SolverContactFrictionBase4& f = *frictions;
+ frictions = reinterpret_cast<SolverContactFrictionBase4*>((reinterpret_cast<PxU8*>(frictions)) + frictionSize);
+ f.scaledBias = f.targetVelocity;
+ }
+ }
+}
+
+void writeBackContact4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& cache,
+ const PxSolverBodyData** PX_RESTRICT bd0, const PxSolverBodyData** PX_RESTRICT bd1)
+{
+ const PxU8* PX_RESTRICT last = desc[0].constraint + getConstraintLength(desc[0]);
+
+ //hopefully pointer aliasing doesn't bite.
+ PxU8* PX_RESTRICT currPtr = desc[0].constraint;
+ PxReal* PX_RESTRICT vForceWriteback0 = reinterpret_cast<PxReal*>(desc[0].writeBack);
+ PxReal* PX_RESTRICT vForceWriteback1 = reinterpret_cast<PxReal*>(desc[1].writeBack);
+ PxReal* PX_RESTRICT vForceWriteback2 = reinterpret_cast<PxReal*>(desc[2].writeBack);
+ PxReal* PX_RESTRICT vForceWriteback3 = reinterpret_cast<PxReal*>(desc[3].writeBack);
+
+ const PxU8 type = *desc[0].constraint;
+ const PxU32 contactSize = type == DY_SC_TYPE_BLOCK_RB_CONTACT ? sizeof(SolverContactBatchPointDynamic4) : sizeof(SolverContactBatchPointBase4);
+ const PxU32 frictionSize = type == DY_SC_TYPE_BLOCK_RB_CONTACT ? sizeof(SolverContactFrictionDynamic4) : sizeof(SolverContactFrictionBase4);
+
+
+ Vec4V normalForce = V4Zero();
+
+
+ //We'll need this.
+ //const Vec4V vZero = V4Zero();
+
+ bool writeBackThresholds[4] = {false, false, false, false};
+
+ while((currPtr < last))
+ {
+ SolverContactHeader4* PX_RESTRICT hdr = reinterpret_cast<SolverContactHeader4*>(currPtr);
+
+ currPtr = reinterpret_cast<PxU8*>(hdr + 1);
+
+ const PxU32 numNormalConstr = hdr->numNormalConstr;
+ const PxU32 numFrictionConstr = hdr->numFrictionConstr;
+
+ Vec4V* PX_RESTRICT appliedForces = reinterpret_cast<Vec4V*>(currPtr);
+ currPtr += sizeof(Vec4V)*numNormalConstr;
+
+ //SolverContactBatchPointBase4* PX_RESTRICT contacts = (SolverContactBatchPointBase4*)currPtr;
+ currPtr += (numNormalConstr * contactSize);
+
+ bool hasMaxImpulse = (hdr->flag & SolverContactHeader4::eHAS_MAX_IMPULSE) != 0;
+
+ if(hasMaxImpulse)
+ currPtr += sizeof(Vec4V) * numNormalConstr;
+
+ SolverFrictionSharedData4* PX_RESTRICT fd = reinterpret_cast<SolverFrictionSharedData4*>(currPtr);
+ if(numFrictionConstr)
+ currPtr += sizeof(SolverFrictionSharedData4);
+
+ currPtr += sizeof(Vec4V)*numFrictionConstr;
+
+ //SolverContactFrictionBase4* PX_RESTRICT frictions = (SolverContactFrictionBase4*)currPtr;
+ currPtr += (numFrictionConstr * frictionSize);
+
+ writeBackThresholds[0] = hdr->flags[0] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
+ writeBackThresholds[1] = hdr->flags[1] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
+ writeBackThresholds[2] = hdr->flags[2] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
+ writeBackThresholds[3] = hdr->flags[3] & SolverContactHeader::eHAS_FORCE_THRESHOLDS;
+
+
+ for(PxU32 i=0;i<numNormalConstr;i++)
+ {
+ //contacts = (SolverContactBatchPointBase4*)(((PxU8*)contacts) + contactSize);
+ const FloatV appliedForce0 = V4GetX(appliedForces[i]);
+ const FloatV appliedForce1 = V4GetY(appliedForces[i]);
+ const FloatV appliedForce2 = V4GetZ(appliedForces[i]);
+ const FloatV appliedForce3 = V4GetW(appliedForces[i]);
+
+ normalForce = V4Add(normalForce, appliedForces[i]);
+
+ if(vForceWriteback0 && i < hdr->numNormalConstr0)
+ FStore(appliedForce0, vForceWriteback0++);
+ if(vForceWriteback1 && i < hdr->numNormalConstr1)
+ FStore(appliedForce1, vForceWriteback1++);
+ if(vForceWriteback2 && i < hdr->numNormalConstr2)
+ FStore(appliedForce2, vForceWriteback2++);
+ if(vForceWriteback3 && i < hdr->numNormalConstr3)
+ FStore(appliedForce3, vForceWriteback3++);
+ }
+
+ if(numFrictionConstr)
+ {
+ PX_ALIGN(16, PxU32 broken[4]);
+ BStoreA(fd->broken, broken);
+
+ PxU8* frictionCounts = &hdr->numFrictionConstr0;
+
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ if(frictionCounts[a] && broken[a])
+ *fd->frictionBrokenWritebackByte[a] = 1; // PT: bad L2 miss here
+ }
+ }
+ }
+
+ PX_ALIGN(16, PxReal nf[4]);
+ V4StoreA(normalForce, nf);
+
+ Sc::ShapeInteraction** shapeInteractions = reinterpret_cast<SolverContactHeader4*>(desc[0].constraint)->shapeInteraction;
+
+ for(PxU32 a = 0; a < 4; ++a)
+ {
+ if(writeBackThresholds[a] && desc[a].linkIndexA == PxSolverConstraintDesc::NO_LINK && desc[a].linkIndexB == PxSolverConstraintDesc::NO_LINK &&
+ nf[a] !=0.f && (bd0[a]->reportThreshold < PX_MAX_REAL || bd1[a]->reportThreshold < PX_MAX_REAL))
+ {
+ ThresholdStreamElement elt;
+ elt.normalForce = nf[a];
+ elt.threshold = PxMin<float>(bd0[a]->reportThreshold, bd1[a]->reportThreshold);
+ elt.nodeIndexA = bd0[a]->nodeIndex;
+ elt.nodeIndexB = bd1[a]->nodeIndex;
+ elt.shapeInteraction = shapeInteractions[a];
+ Ps::order(elt.nodeIndexA, elt.nodeIndexB);
+ PX_ASSERT(elt.nodeIndexA < elt.nodeIndexB);
+ PX_ASSERT(cache.mThresholdStreamIndex<cache.mThresholdStreamLength);
+ cache.mThresholdStream[cache.mThresholdStreamIndex++] = elt;
+ }
+ }
+}
+
+static void solve1D4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& /*cache*/)
+{
+
+ PxSolverBody& b00 = *desc[0].bodyA;
+ PxSolverBody& b01 = *desc[0].bodyB;
+
+ PxSolverBody& b10 = *desc[1].bodyA;
+ PxSolverBody& b11 = *desc[1].bodyB;
+
+ PxSolverBody& b20 = *desc[2].bodyA;
+ PxSolverBody& b21 = *desc[2].bodyB;
+
+ PxSolverBody& b30 = *desc[3].bodyA;
+ PxSolverBody& b31 = *desc[3].bodyB;
+
+ PxU8* PX_RESTRICT bPtr = desc[0].constraint;
+ //PxU32 length = desc.constraintLength;
+
+ SolverConstraint1DHeader4* PX_RESTRICT header = reinterpret_cast<SolverConstraint1DHeader4*>(bPtr);
+ SolverConstraint1DDynamic4* PX_RESTRICT base = reinterpret_cast<SolverConstraint1DDynamic4*>(header+1);
+
+ //const FloatV fZero = FZero();
+ Vec4V linVel00 = V4LoadA(&b00.linearVelocity.x);
+ Vec4V linVel01 = V4LoadA(&b01.linearVelocity.x);
+ Vec4V angState00 = V4LoadA(&b00.angularState.x);
+ Vec4V angState01 = V4LoadA(&b01.angularState.x);
+
+ Vec4V linVel10 = V4LoadA(&b10.linearVelocity.x);
+ Vec4V linVel11 = V4LoadA(&b11.linearVelocity.x);
+ Vec4V angState10 = V4LoadA(&b10.angularState.x);
+ Vec4V angState11 = V4LoadA(&b11.angularState.x);
+
+ Vec4V linVel20 = V4LoadA(&b20.linearVelocity.x);
+ Vec4V linVel21 = V4LoadA(&b21.linearVelocity.x);
+ Vec4V angState20 = V4LoadA(&b20.angularState.x);
+ Vec4V angState21 = V4LoadA(&b21.angularState.x);
+
+ Vec4V linVel30 = V4LoadA(&b30.linearVelocity.x);
+ Vec4V linVel31 = V4LoadA(&b31.linearVelocity.x);
+ Vec4V angState30 = V4LoadA(&b30.angularState.x);
+ Vec4V angState31 = V4LoadA(&b31.angularState.x);
+
+
+ Vec4V linVel0T0, linVel0T1, linVel0T2, linVel0T3;
+ Vec4V linVel1T0, linVel1T1, linVel1T2, linVel1T3;
+ Vec4V angState0T0, angState0T1, angState0T2, angState0T3;
+ Vec4V angState1T0, angState1T1, angState1T2, angState1T3;
+
+
+ PX_TRANSPOSE_44(linVel00, linVel10, linVel20, linVel30, linVel0T0, linVel0T1, linVel0T2, linVel0T3);
+ PX_TRANSPOSE_44(linVel01, linVel11, linVel21, linVel31, linVel1T0, linVel1T1, linVel1T2, linVel1T3);
+ PX_TRANSPOSE_44(angState00, angState10, angState20, angState30, angState0T0, angState0T1, angState0T2, angState0T3);
+ PX_TRANSPOSE_44(angState01, angState11, angState21, angState31, angState1T0, angState1T1, angState1T2, angState1T3);
+
+ const Vec4V invMass0D0 = header->invMass0D0;
+ const Vec4V invMass1D1 = header->invMass1D1;
+
+ const Vec4V angD0 = header->angD0;
+ const Vec4V angD1 = header->angD1;
+
+ PxU32 maxConstraints = header->count;
+
+ for(PxU32 a = 0; a < maxConstraints; ++a)
+ {
+ SolverConstraint1DDynamic4& c = *base;
+ base++;
+
+ Ps::prefetchLine(base);
+ Ps::prefetchLine(base, 64);
+ Ps::prefetchLine(base, 128);
+ Ps::prefetchLine(base, 192);
+ Ps::prefetchLine(base, 256);
+
+ const Vec4V appliedForce = c.appliedForce;
+
+ Vec4V linProj0(V4Mul(c.lin0X, linVel0T0));
+ Vec4V linProj1(V4Mul(c.lin1X, linVel1T0));
+ Vec4V angProj0(V4Mul(c.ang0X, angState0T0));
+ Vec4V angProj1(V4Mul(c.ang1X, angState1T0));
+
+ linProj0 = V4MulAdd(c.lin0Y, linVel0T1, linProj0);
+ linProj1 = V4MulAdd(c.lin1Y, linVel1T1, linProj1);
+ angProj0 = V4MulAdd(c.ang0Y, angState0T1, angProj0);
+ angProj1 = V4MulAdd(c.ang1Y, angState1T1, angProj1);
+
+ linProj0 = V4MulAdd(c.lin0Z, linVel0T2, linProj0);
+ linProj1 = V4MulAdd(c.lin1Z, linVel1T2, linProj1);
+ angProj0 = V4MulAdd(c.ang0Z, angState0T2, angProj0);
+ angProj1 = V4MulAdd(c.ang1Z, angState1T2, angProj1);
+
+ const Vec4V projectVel0 = V4Add(linProj0, angProj0);
+ const Vec4V projectVel1 = V4Add(linProj1, angProj1);
+
+ const Vec4V normalVel = V4Sub(projectVel0, projectVel1);
+
+ const Vec4V unclampedForce = V4MulAdd(appliedForce, c.impulseMultiplier, V4MulAdd(normalVel, c.velMultiplier, c.constant));
+ const Vec4V clampedForce = V4Max(c.minImpulse, V4Min(c.maxImpulse, unclampedForce));
+ const Vec4V deltaF = V4Sub(clampedForce, appliedForce);
+ c.appliedForce = clampedForce;
+
+ const Vec4V deltaFInvMass0 = V4Mul(deltaF, invMass0D0);
+ const Vec4V deltaFInvMass1 = V4Mul(deltaF, invMass1D1);
+
+ const Vec4V angDeltaFInvMass0 = V4Mul(deltaF, angD0);
+ const Vec4V angDeltaFInvMass1 = V4Mul(deltaF, angD1);
+
+ linVel0T0 = V4MulAdd(c.lin0X, deltaFInvMass0, linVel0T0);
+ linVel1T0 = V4NegMulSub(c.lin1X, deltaFInvMass1, linVel1T0);
+ angState0T0 = V4MulAdd(c.ang0X, angDeltaFInvMass0, angState0T0);
+ angState1T0 = V4NegMulSub(c.ang1X, angDeltaFInvMass1, angState1T0);
+
+ linVel0T1 = V4MulAdd(c.lin0Y, deltaFInvMass0, linVel0T1);
+ linVel1T1 = V4NegMulSub(c.lin1Y, deltaFInvMass1, linVel1T1);
+ angState0T1 = V4MulAdd(c.ang0Y, angDeltaFInvMass0, angState0T1);
+ angState1T1 = V4NegMulSub(c.ang1Y, angDeltaFInvMass1, angState1T1);
+
+ linVel0T2 = V4MulAdd(c.lin0Z, deltaFInvMass0, linVel0T2);
+ linVel1T2 = V4NegMulSub(c.lin1Z, deltaFInvMass1, linVel1T2);
+ angState0T2 = V4MulAdd(c.ang0Z, angDeltaFInvMass0, angState0T2);
+ angState1T2 = V4NegMulSub(c.ang1Z, angDeltaFInvMass1, angState1T2);
+ }
+
+ PX_TRANSPOSE_44(linVel0T0, linVel0T1, linVel0T2, linVel0T3, linVel00, linVel10, linVel20, linVel30);
+ PX_TRANSPOSE_44(linVel1T0, linVel1T1, linVel1T2, linVel1T3, linVel01, linVel11, linVel21, linVel31);
+ PX_TRANSPOSE_44(angState0T0, angState0T1, angState0T2, angState0T3, angState00, angState10, angState20, angState30);
+ PX_TRANSPOSE_44(angState1T0, angState1T1, angState1T2, angState1T3, angState01, angState11, angState21, angState31);
+
+
+ // Write back
+ V4StoreA(linVel00, &b00.linearVelocity.x);
+ V4StoreA(linVel10, &b10.linearVelocity.x);
+ V4StoreA(linVel20, &b20.linearVelocity.x);
+ V4StoreA(linVel30, &b30.linearVelocity.x);
+
+ V4StoreA(linVel01, &b01.linearVelocity.x);
+ V4StoreA(linVel11, &b11.linearVelocity.x);
+ V4StoreA(linVel21, &b21.linearVelocity.x);
+ V4StoreA(linVel31, &b31.linearVelocity.x);
+
+ V4StoreA(angState00, &b00.angularState.x);
+ V4StoreA(angState10, &b10.angularState.x);
+ V4StoreA(angState20, &b20.angularState.x);
+ V4StoreA(angState30, &b30.angularState.x);
+
+ V4StoreA(angState01, &b01.angularState.x);
+ V4StoreA(angState11, &b11.angularState.x);
+ V4StoreA(angState21, &b21.angularState.x);
+ V4StoreA(angState31, &b31.angularState.x);
+
+}
+
+static void conclude1D4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& /*cache*/)
+{
+ SolverConstraint1DHeader4* header = reinterpret_cast<SolverConstraint1DHeader4*>(desc[0].constraint);
+ PxU8* base = desc[0].constraint + sizeof(SolverConstraint1DHeader4);
+ PxU32 stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4) : sizeof(SolverConstraint1DBase4);
+
+ for(PxU32 i=0; i<header->count; i++)
+ {
+ SolverConstraint1DBase4& c = *reinterpret_cast<SolverConstraint1DBase4*>(base);
+ c.constant = c.unbiasedConstant;
+ base += stride;
+ }
+ PX_ASSERT(desc[0].constraint + getConstraintLength(desc[0]) == base);
+}
+
+void writeBack1D4(const PxSolverConstraintDesc* PX_RESTRICT desc, SolverContext& /*cache*/,
+ const PxSolverBodyData** PX_RESTRICT /*bd0*/, const PxSolverBodyData** PX_RESTRICT /*bd1*/)
+{
+ ConstraintWriteback* writeback0 = reinterpret_cast<ConstraintWriteback*>(desc[0].writeBack);
+ ConstraintWriteback* writeback1 = reinterpret_cast<ConstraintWriteback*>(desc[1].writeBack);
+ ConstraintWriteback* writeback2 = reinterpret_cast<ConstraintWriteback*>(desc[2].writeBack);
+ ConstraintWriteback* writeback3 = reinterpret_cast<ConstraintWriteback*>(desc[3].writeBack);
+
+ if(writeback0 || writeback1 || writeback2 || writeback3)
+ {
+ SolverConstraint1DHeader4* header = reinterpret_cast<SolverConstraint1DHeader4*>(desc[0].constraint);
+ PxU8* base = desc[0].constraint + sizeof(SolverConstraint1DHeader4);
+ PxU32 stride = header->type == DY_SC_TYPE_BLOCK_1D ? sizeof(SolverConstraint1DDynamic4) : sizeof(SolverConstraint1DBase4);
+
+ const Vec4V zero = V4Zero();
+ Vec4V linX(zero), linY(zero), linZ(zero);
+ Vec4V angX(zero), angY(zero), angZ(zero);
+
+ for(PxU32 i=0; i<header->count; i++)
+ {
+ const SolverConstraint1DBase4* c = reinterpret_cast<SolverConstraint1DBase4*>(base);
+
+ //Load in flags
+ const VecI32V flags = I4LoadU(reinterpret_cast<const PxI32*>(&c->flags[0]));
+ //Work out masks
+ const VecI32V mask = I4Load(DY_SC_FLAG_OUTPUT_FORCE);
+
+ const VecI32V masked = VecI32V_And(flags, mask);
+ const BoolV isEq = VecI32V_IsEq(masked, mask);
+
+ const Vec4V appliedForce = V4Sel(isEq, c->appliedForce, zero);
+
+ linX = V4MulAdd(c->lin0X, appliedForce, linX);
+ linY = V4MulAdd(c->lin0Y, appliedForce, linY);
+ linZ = V4MulAdd(c->lin0Z, appliedForce, linZ);
+
+ angX = V4MulAdd(c->ang0WritebackX, appliedForce, angX);
+ angY = V4MulAdd(c->ang0WritebackY, appliedForce, angY);
+ angZ = V4MulAdd(c->ang0WritebackZ, appliedForce, angZ);
+
+ base += stride;
+ }
+
+ //We need to do the cross product now
+
+ angX = V4Sub(angX, V4NegMulSub(header->body0WorkOffsetZ, linY, V4Mul(header->body0WorkOffsetY, linZ)));
+ angY = V4Sub(angY, V4NegMulSub(header->body0WorkOffsetX, linZ, V4Mul(header->body0WorkOffsetZ, linX)));
+ angZ = V4Sub(angZ, V4NegMulSub(header->body0WorkOffsetY, linX, V4Mul(header->body0WorkOffsetX, linY)));
+
+ const Vec4V linLenSq = V4MulAdd(linZ, linZ, V4MulAdd(linY, linY, V4Mul(linX, linX)));
+ const Vec4V angLenSq = V4MulAdd(angZ, angZ, V4MulAdd(angY, angY, V4Mul(angX, angX)));
+
+ const Vec4V linLen = V4Sqrt(linLenSq);
+ const Vec4V angLen = V4Sqrt(angLenSq);
+
+ const BoolV broken = BOr(V4IsGrtr(linLen, header->linBreakImpulse), V4IsGrtr(angLen, header->angBreakImpulse));
+
+ PX_ALIGN(16, PxU32 iBroken[4]);
+ BStoreA(broken, iBroken);
+
+ Vec4V lin0, lin1, lin2, lin3;
+ Vec4V ang0, ang1, ang2, ang3;
+
+ PX_TRANSPOSE_34_44(linX, linY, linZ, lin0, lin1, lin2, lin3);
+ PX_TRANSPOSE_34_44(angX, angY, angZ, ang0, ang1, ang2, ang3);
+
+ if(writeback0)
+ {
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(lin0), writeback0->linearImpulse);
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(ang0), writeback0->angularImpulse);
+ writeback0->broken = header->break0 ? PxU32(iBroken[0] != 0) : 0;
+ }
+ if(writeback1)
+ {
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(lin1), writeback1->linearImpulse);
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(ang1), writeback1->angularImpulse);
+ writeback1->broken = header->break1 ? PxU32(iBroken[1] != 0) : 0;
+ }
+ if(writeback2)
+ {
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(lin2), writeback2->linearImpulse);
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(ang2), writeback2->angularImpulse);
+ writeback2->broken = header->break2 ? PxU32(iBroken[2] != 0) : 0;
+ }
+ if(writeback3)
+ {
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(lin3), writeback3->linearImpulse);
+ V3StoreU(Vec3V_From_Vec4V_WUndefined(ang3), writeback3->angularImpulse);
+ writeback3->broken = header->break3 ? PxU32(iBroken[3] != 0) : 0;
+ }
+
+ PX_ASSERT(desc[0].constraint + getConstraintLength(desc[0]) == base);
+ }
+}
+
+
+void solveContactPreBlock(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_Block(desc, cache);
+}
+
+void solveContactPreBlock_Static(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_StaticBlock(desc, cache);
+}
+
+void solveContactPreBlock_Conclude(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_Block(desc, cache);
+ concludeContact4_Block(desc, cache, sizeof(SolverContactBatchPointDynamic4), sizeof(SolverContactFrictionDynamic4));
+}
+
+void solveContactPreBlock_ConcludeStatic(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_StaticBlock(desc, cache);
+ concludeContact4_Block(desc, cache, sizeof(SolverContactBatchPointBase4), sizeof(SolverContactFrictionBase4));
+}
+
+void solveContactPreBlock_WriteBack(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_Block(desc, cache);
+
+ const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
+ &cache.solverBodyArray[desc[1].bodyADataIndex],
+ &cache.solverBodyArray[desc[2].bodyADataIndex],
+ &cache.solverBodyArray[desc[3].bodyADataIndex]};
+
+ const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
+ &cache.solverBodyArray[desc[1].bodyBDataIndex],
+ &cache.solverBodyArray[desc[2].bodyBDataIndex],
+ &cache.solverBodyArray[desc[3].bodyBDataIndex]};
+
+ writeBackContact4_Block(desc, cache, bd0, bd1);
+
+ if(cache.mThresholdStreamIndex > (cache.mThresholdStreamLength - 4))
+ {
+ //Write back to global buffer
+ PxI32 threshIndex = physx::shdfnd::atomicAdd(cache.mSharedOutThresholdPairs, PxI32(cache.mThresholdStreamIndex)) - PxI32(cache.mThresholdStreamIndex);
+ for(PxU32 a = 0; a < cache.mThresholdStreamIndex; ++a)
+ {
+ cache.mSharedThresholdStream[a + threshIndex] = cache.mThresholdStream[a];
+ }
+ cache.mThresholdStreamIndex = 0;
+ }
+}
+
+void solveContactPreBlock_WriteBackStatic(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solveContact4_StaticBlock(desc, cache);
+ const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
+ &cache.solverBodyArray[desc[1].bodyADataIndex],
+ &cache.solverBodyArray[desc[2].bodyADataIndex],
+ &cache.solverBodyArray[desc[3].bodyADataIndex]};
+
+ const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
+ &cache.solverBodyArray[desc[1].bodyBDataIndex],
+ &cache.solverBodyArray[desc[2].bodyBDataIndex],
+ &cache.solverBodyArray[desc[3].bodyBDataIndex]};
+
+ writeBackContact4_Block(desc, cache, bd0, bd1);
+
+ if(cache.mThresholdStreamIndex > (cache.mThresholdStreamLength - 4))
+ {
+ //Write back to global buffer
+ PxI32 threshIndex = physx::shdfnd::atomicAdd(cache.mSharedOutThresholdPairs, PxI32(cache.mThresholdStreamIndex)) - PxI32(cache.mThresholdStreamIndex);
+ for(PxU32 a = 0; a < cache.mThresholdStreamIndex; ++a)
+ {
+ cache.mSharedThresholdStream[a + threshIndex] = cache.mThresholdStream[a];
+ }
+ cache.mThresholdStreamIndex = 0;
+ }
+}
+
+void solve1D4_Block(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solve1D4_Block(desc, cache);
+}
+
+
+void solve1D4Block_Conclude(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solve1D4_Block(desc, cache);
+ conclude1D4_Block(desc, cache);
+}
+
+
+void solve1D4Block_WriteBack(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ solve1D4_Block(desc, cache);
+
+ const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
+ &cache.solverBodyArray[desc[1].bodyADataIndex],
+ &cache.solverBodyArray[desc[2].bodyADataIndex],
+ &cache.solverBodyArray[desc[3].bodyADataIndex]};
+
+ const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
+ &cache.solverBodyArray[desc[1].bodyBDataIndex],
+ &cache.solverBodyArray[desc[2].bodyBDataIndex],
+ &cache.solverBodyArray[desc[3].bodyBDataIndex]};
+
+ writeBack1D4(desc, cache, bd0, bd1);
+}
+
+void writeBack1D4Block(const PxSolverConstraintDesc* PX_RESTRICT desc, const PxU32 /*constraintCount*/, SolverContext& cache)
+{
+ const PxSolverBodyData* bd0[4] = { &cache.solverBodyArray[desc[0].bodyADataIndex],
+ &cache.solverBodyArray[desc[1].bodyADataIndex],
+ &cache.solverBodyArray[desc[2].bodyADataIndex],
+ &cache.solverBodyArray[desc[3].bodyADataIndex]};
+
+ const PxSolverBodyData* bd1[4] = { &cache.solverBodyArray[desc[0].bodyBDataIndex],
+ &cache.solverBodyArray[desc[1].bodyBDataIndex],
+ &cache.solverBodyArray[desc[2].bodyBDataIndex],
+ &cache.solverBodyArray[desc[3].bodyBDataIndex]};
+
+ writeBack1D4(desc, cache, bd0, bd1);
+}
+
+}
+
+}
+
+#endif