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IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once #include "Types.h" #include "Array.h" #include "PxTransform.h" #include "PxMat44.h" #include "PsMathUtils.h" #include "Simd4f.h" #include "Simd4i.h" namespace nvidia { /* function object to perform solver iterations on one cloth */ // todo: performance optimization: cache this object and test if velocity/iterDt has changed // c'tor takes about 5% of the iteration time of a 20x20 cloth namespace cloth { /* helper functions */ inline PxVec3 log(const PxQuat& q) { float theta = q.getImaginaryPart().magnitude(); float scale = theta > PX_EPS_REAL ? PxAsin(theta) / theta : 1.0f; scale = intrinsics::fsel(q.w, scale, -scale); return PxVec3(q.x * scale, q.y * scale, q.z * scale); } inline PxQuat exp(const PxVec3& v) { float theta = v.magnitude(); float scale = theta > PX_EPS_REAL ? PxSin(theta) / theta : 1.0f; return PxQuat(v.x * scale, v.y * scale, v.z * scale, cos(theta)); } template inline void assign(Simd4f (&columns)[N], const PxMat44& matrix) { for(uint32_t i = 0; i < N; ++i) columns[i] = load(array(matrix[i])); } template inline Simd4f transform(const Simd4f (&columns)[3], const Simd4f& vec) { return splat<0>(vec) * columns[0] + splat<1>(vec) * columns[1] + splat<2>(vec) * columns[2]; } template inline Simd4f transform(const Simd4f (&columns)[3], const Simd4f& translate, const Simd4f& vec) { return translate + splat<0>(vec) * columns[0] + splat<1>(vec) * columns[1] + splat<2>(vec) * columns[2]; } template struct IterationState; // forward declaration struct IterationStateFactory { template IterationStateFactory(MyCloth& cloth, float frameDt); template IterationState create(MyCloth const& cloth) const; template static Simd4f lengthSqr(Simd4f const& v) { return dot3(v, v); } template static PxVec3 castToPxVec3(const Simd4f& v) { return *reinterpret_cast(reinterpret_cast(&v)); } int mNumIterations; float mInvNumIterations; float mIterDt, mIterDtRatio, mIterDtAverage; PxQuat mCurrentRotation; PxVec3 mPrevLinearVelocity; PxVec3 mPrevAngularVelocity; }; /* solver iterations helper functor */ template struct IterationState { // call after each iteration void update(); inline float getCurrentAlpha() const; inline float getPreviousAlpha() const; public: Simd4f mRotationMatrix[3]; Simd4f mCurBias; // in local space Simd4f mPrevBias; // in local space Simd4f mPrevMatrix[3]; Simd4f mCurMatrix[3]; Simd4f mDampScaleUpdate; // iteration counter uint32_t mRemainingIterations; // reciprocal total number of iterations float mInvNumIterations; // time step size per iteration float mIterDt; bool mIsTurning; // if false, mPositionScale = mPrevMatrix[0] }; } // namespace cloth template inline float cloth::IterationState::getCurrentAlpha() const { return getPreviousAlpha() + mInvNumIterations; } template inline float cloth::IterationState::getPreviousAlpha() const { return 1.0f - mRemainingIterations * mInvNumIterations; } template cloth::IterationStateFactory::IterationStateFactory(MyCloth& cloth, float frameDt) { mNumIterations = PxMax(1, int(frameDt * cloth.mSolverFrequency + 0.5f)); mInvNumIterations = 1.0f / mNumIterations; mIterDt = frameDt * mInvNumIterations; mIterDtRatio = cloth.mPrevIterDt ? mIterDt / cloth.mPrevIterDt : 1.0f; mIterDtAverage = cloth.mIterDtAvg.empty() ? mIterDt : cloth.mIterDtAvg.average(); mCurrentRotation = cloth.mCurrentMotion.q; mPrevLinearVelocity = cloth.mLinearVelocity; mPrevAngularVelocity = cloth.mAngularVelocity; // update cloth float invFrameDt = 1.0f / frameDt; cloth.mLinearVelocity = invFrameDt * (cloth.mTargetMotion.p - cloth.mCurrentMotion.p); PxQuat dq = cloth.mTargetMotion.q * cloth.mCurrentMotion.q.getConjugate(); cloth.mAngularVelocity = log(dq) * invFrameDt; cloth.mPrevIterDt = mIterDt; cloth.mIterDtAvg.push((uint32_t)mNumIterations, mIterDt); cloth.mCurrentMotion = cloth.mTargetMotion; } /* momentum conservation: m2*x2 - m1*x1 = m1*x1 - m0*x0 + g*dt2, m = r+t r2*x2+t2 = 2(r1*x1+t1) - (r0*x0+t0) + g*dt2 r2*x2 = r1*x1 + r1*x1 - r0*x0 - (t2-2t1+t0) + g*dt2 substitue r1*x1 - r0*x0 = r1*(x1-x0) + (r1-r0)*x0 and r1*x1 = r2*x1 - (r2-r1)*x1 x2 = x1 + r2'*g*dt2 + r2'r1*(x1-x0) //< damp + (r2'r1-r2'r0)*x0 - (1-r2'r1)*x1 - r2'*(t2-2t1+t0) //< inertia + (1-r2'r1)x1 + t2-t1 //< drag (not momentum conserving) x2 = x0 + a0*x0 + a1*x1 + b with a0 = (inertia-damp)*r2'r1 - inertia*r2'r0 - eye a1 = (1-inertia-drag)*eye + (damp+inertia+drag)*r2'r1 b = r2'*(g*dt2 - (inertia+drag)*(t2-t1) + inertia*(t1-t0)) Velocities are used to deal with multiple iterations and varying dt. Only b needs to updated from one iteration to the next. Specifically, it is multiplied by (r2'r1)^1/numIterations. a0 and a1 are unaffected by that multiplication. The centrifugal and coriolis forces of non-inertial (turning) reference frame are not generally captured in these formulas. The 'inertia' term above contains radial acceleration plus centrifugal and coriolis force for a single iteration. For multiple iterations, or when the centrifugal forces are scaled differently than angular inertia, we need to add explicit centrifugal and coriolis forces. We only use them to correct the above formula because their discretization is not accurate. Possible improvements: multiply coriolis and centrifugal matrix by curInvRotation from the left. Do the alpha trick of linearInertia also for angularInertia, write prevParticle after multiplying it with matrix. If you change anything in this function, make sure that ClothCustomFloating and ClothInertia haven't regressed for any choice of solver frequency. */ template cloth::IterationState cloth::IterationStateFactory::create(MyCloth const& cloth) const { IterationState result; result.mRemainingIterations = (uint32_t)mNumIterations; result.mInvNumIterations = mInvNumIterations; result.mIterDt = mIterDt; Simd4f curLinearVelocity = load(array(cloth.mLinearVelocity)); Simd4f prevLinearVelocity = load(array(mPrevLinearVelocity)); Simd4f iterDt = simd4f(mIterDt); Simd4f dampExponent = simd4f(cloth.mStiffnessFrequency) * iterDt; // gravity delta per iteration Simd4f gravity = load(array(cloth.mGravity)) * (Simd4f)simd4f(sqr(mIterDtAverage)); // scale of local particle velocity per iteration Simd4f dampScale = simdf::exp2(load(array(cloth.mLogDamping)) * dampExponent); // adjust for the change in time step during the first iteration Simd4f firstDampScale = dampScale * simd4f(mIterDtRatio); // portion of negative frame velocity to transfer to particle Simd4f linearDrag = (simd4f(_1) - simdf::exp2(load(array(cloth.mLinearLogDrag)) * dampExponent)) * iterDt * curLinearVelocity; // portion of frame acceleration to transfer to particle Simd4f linearInertia = load(array(cloth.mLinearInertia)) * iterDt * (prevLinearVelocity - curLinearVelocity); // for inertia, we want to violate newton physics to // match velocity and position as given by the user, which means: // vt = v0 + a*t and xt = x0 + v0*t + (!) a*t^2 // this is achieved by applying a different portion to cur and prev // position, compared to the normal +0.5 and -0.5 for '... 1/2 a*t^2'. // specifically, the portion is alpha=(n+1)/2n and 1-alpha. float linearAlpha = (mNumIterations + 1) * 0.5f * mInvNumIterations; Simd4f curLinearInertia = linearInertia * simd4f(linearAlpha); // rotate to local space (use mRotationMatrix temporarily to hold matrix) PxMat44 invRotation(mCurrentRotation.getConjugate()); assign(result.mRotationMatrix, invRotation); Simd4f maskXYZ = simd4f(simd4i(~0, ~0, ~0, 0)); // Previously, we split the bias between previous and current position to // get correct disretized position and velocity. However, this made a // hanging cloth experience a downward velocity, which is problematic // when scaled by the iterDt ratio and results in jitter under variable // timesteps. Instead, we now apply the entire bias to current position // and accept a less noticeable error for a free falling cloth. Simd4f bias = gravity - linearDrag; result.mCurBias = transform(result.mRotationMatrix, curLinearInertia + bias) & maskXYZ; result.mPrevBias = transform(result.mRotationMatrix, linearInertia - curLinearInertia) & maskXYZ; result.mIsTurning = mPrevAngularVelocity.magnitudeSquared() + cloth.mAngularVelocity.magnitudeSquared() > 0.0f; if(result.mIsTurning) { Simd4f curAngularVelocity = load(array(invRotation.rotate(cloth.mAngularVelocity))); Simd4f prevAngularVelocity = load(array(invRotation.rotate(mPrevAngularVelocity))); // rotation for one iteration in local space Simd4f curInvAngle = -iterDt * curAngularVelocity; Simd4f prevInvAngle = -iterDt * prevAngularVelocity; PxQuat curInvRotation = exp(castToPxVec3(curInvAngle)); PxQuat prevInvRotation = exp(castToPxVec3(prevInvAngle)); PxMat44 curMatrix(curInvRotation); PxMat44 prevMatrix(prevInvRotation * curInvRotation); assign(result.mRotationMatrix, curMatrix); Simd4f angularDrag = simd4f(_1) - simdf::exp2(load(array(cloth.mAngularLogDrag)) * dampExponent); Simd4f centrifugalInertia = load(array(cloth.mCentrifugalInertia)); Simd4f angularInertia = load(array(cloth.mAngularInertia)); Simd4f angularAcceleration = curAngularVelocity - prevAngularVelocity; Simd4f epsilon = simd4f(sqrt(FLT_MIN)); // requirement: sqr(epsilon) > 0 Simd4f velocityLengthSqr = lengthSqr(curAngularVelocity) + epsilon; Simd4f dragLengthSqr = lengthSqr(Simd4f(curAngularVelocity * angularDrag)) + epsilon; Simd4f centrifugalLengthSqr = lengthSqr(Simd4f(curAngularVelocity * centrifugalInertia)) + epsilon; Simd4f accelerationLengthSqr = lengthSqr(angularAcceleration) + epsilon; Simd4f inertiaLengthSqr = lengthSqr(Simd4f(angularAcceleration * angularInertia)) + epsilon; float dragScale = array(rsqrt(velocityLengthSqr * dragLengthSqr) * dragLengthSqr)[0]; float inertiaScale = mInvNumIterations * array(rsqrt(accelerationLengthSqr * inertiaLengthSqr) * inertiaLengthSqr)[0]; // magic factor found by comparing to global space simulation: // some centrifugal force is in inertia part, remainder is 2*(n-1)/n // after scaling the inertia part, we get for centrifugal: float centrifugalAlpha = (2 * mNumIterations - 1) * mInvNumIterations; float centrifugalScale = centrifugalAlpha * array(rsqrt(velocityLengthSqr * centrifugalLengthSqr) * centrifugalLengthSqr)[0] - inertiaScale; // slightly better in ClothCustomFloating than curInvAngle alone Simd4f centrifugalVelocity = (prevInvAngle + curInvAngle) * simd4f(0.5f); const Simd4f data = lengthSqr(centrifugalVelocity); float centrifugalSqrLength = array(data)[0] * centrifugalScale; Simd4f coriolisVelocity = centrifugalVelocity * simd4f(centrifugalScale); PxMat33 coriolisMatrix = physx::shdfnd::star(castToPxVec3(coriolisVelocity)); const float* dampScalePtr = array(firstDampScale); const float* centrifugalPtr = array(centrifugalVelocity); for(unsigned int j = 0; j < 3; ++j) { float centrifugalJ = -centrifugalPtr[j] * centrifugalScale; for(unsigned int i = 0; i < 3; ++i) { float damping = dampScalePtr[j]; float coriolis = coriolisMatrix(i, j); float centrifugal = centrifugalPtr[i] * centrifugalJ; prevMatrix(i, j) = centrifugal - coriolis + curMatrix(i, j) * (inertiaScale - damping) - prevMatrix(i, j) * inertiaScale; curMatrix(i, j) = centrifugal + coriolis + curMatrix(i, j) * (inertiaScale + damping + dragScale); } curMatrix(j, j) += centrifugalSqrLength - inertiaScale - dragScale; prevMatrix(j, j) += centrifugalSqrLength; } assign(result.mPrevMatrix, prevMatrix); assign(result.mCurMatrix, curMatrix); } else { Simd4f minusOne = -(Simd4f)simd4f(_1); result.mRotationMatrix[0] = minusOne; result.mPrevMatrix[0] = select(maskXYZ, firstDampScale, minusOne); } // difference of damp scale between first and other iterations result.mDampScaleUpdate = (dampScale - firstDampScale) & maskXYZ; return result; } template void cloth::IterationState::update() { if(mIsTurning) { // only need to turn bias, matrix is unaffected (todo: verify) mCurBias = transform(mRotationMatrix, mCurBias); mPrevBias = transform(mRotationMatrix, mPrevBias); } // remove time step ratio in damp scale after first iteration for(uint32_t i = 0; i < 3; ++i) { mPrevMatrix[i] = mPrevMatrix[i] - mRotationMatrix[i] * mDampScaleUpdate; mCurMatrix[i] = mCurMatrix[i] + mRotationMatrix[i] * mDampScaleUpdate; } mDampScaleUpdate = simd4f(_0); // only once --mRemainingIterations; } } // namespace nvidia