// 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) 2008-2017 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_SOLVERCONSTRAINTDESC_H #define DY_SOLVERCONSTRAINTDESC_H #include "PxvConfig.h" #include "DySolverConstraintTypes.h" #include "PsUtilities.h" #include "PxConstraintDesc.h" #include "solver/PxSolverDefs.h" namespace physx { struct PxcNpWorkUnit; struct PxsContactManagerOutput; namespace Cm { class SpatialVector; } struct PxSolverBody; struct PxSolverBodyData; namespace Dy { struct FsData; // dsequeira: moved this articulation stuff here to sever a build dep on Articulation.h through DyThreadContext.h and onward struct SelfConstraintBlock { PxU32 startId; PxU32 numSelfConstraints; PxU16 fsDataLength; PxU16 requiredSolverProgress; uintptr_t eaFsData; }; //This class rolls together multiple contact managers into a single contact manager. struct CompoundContactManager { PxU32 mStartIndex; PxU16 mStride; PxU16 mReducedContactCount; PxcNpWorkUnit* unit; //This is a work unit but the contact buffer has been adjusted to contain all the contacts for all the subsequent pairs PxsContactManagerOutput* cmOutput; PxU8* originalContactPatches; //This is the original contact buffer that we replaced with a combined buffer PxU8* originalContactPoints; PxU8 originalContactCount; PxU8 originalPatchCount; PxU8 originalStatusFlags; PxReal* originalForceBuffer; //This is the original force buffer that we replaced with a combined force buffer PxU16* forceBufferList; //This is a list of indices from the reduced force buffer to the original force buffers - we need this to fix up the write-backs from the solver }; struct SolverConstraintPrepState { enum Enum { eOUT_OF_MEMORY, eUNBATCHABLE, eSUCCESS }; }; PX_FORCE_INLINE bool isArticulationConstraint(const PxSolverConstraintDesc& desc) { return desc.linkIndexA != PxSolverConstraintDesc::NO_LINK || desc.linkIndexB != PxSolverConstraintDesc::NO_LINK; } PX_FORCE_INLINE void setConstraintLength(PxSolverConstraintDesc& desc, const PxU32 constraintLength) { PX_ASSERT(0==(constraintLength & 0x0f)); PX_ASSERT(constraintLength <= PX_MAX_U16 * 16); desc.constraintLengthOver16 = Ps::to16(constraintLength >> 4); } PX_FORCE_INLINE void setWritebackLength(PxSolverConstraintDesc& desc, const PxU32 writeBackLength) { PX_ASSERT(0==(writeBackLength & 0x03)); PX_ASSERT(writeBackLength <= PX_MAX_U16 * 4); desc.writeBackLengthOver4 = Ps::to16(writeBackLength >> 2); } PX_FORCE_INLINE PxU32 getConstraintLength(const PxSolverConstraintDesc& desc) { return PxU32(desc.constraintLengthOver16 << 4); } PX_FORCE_INLINE PxU32 getWritebackLength(const PxSolverConstraintDesc& desc) { return PxU32(desc.writeBackLengthOver4 << 2); } PX_COMPILE_TIME_ASSERT(0 == (0x0f & sizeof(PxSolverConstraintDesc))); #define MAX_PERMITTED_SOLVER_PROGRESS 0xFFFF } } #endif //DY_SOLVERCONSTRAINTDESC_H