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All rights reserved. #ifndef DY_SOLVER_CONSTRAINT_EXT_SHARED_H #define DY_SOLVER_CONSTRAINT_EXT_SHARED_H #include "foundation/PxPreprocessor.h" #include "PsVecMath.h" #include "DyArticulationContactPrep.h" #include "DySolverConstraintDesc.h" #include "DySolverConstraint1D.h" #include "DySolverContact.h" #include "DySolverContactPF.h" #include "DyArticulationHelper.h" #include "PxcNpWorkUnit.h" #include "PxsMaterialManager.h" #include "PxsMaterialCombiner.h" namespace physx { namespace Dy { PX_FORCE_INLINE void setupExtSolverContact(const SolverExtBody& b0, const SolverExtBody& b1, const PxF32 d0, const PxF32 d1, const PxF32 angD0, const PxF32 angD1, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, const Vec3VArg normal, const FloatVArg invDt, const FloatVArg invDtp8, const FloatVArg restDistance, const FloatVArg maxPenBias, const FloatVArg restitution, const FloatVArg bounceThreshold, const Gu::ContactPoint& contact, SolverContactPointExt& solverContact, const FloatVArg ccdMaxSeparation) { const FloatV zero = FZero(); const FloatV separation = FLoad(contact.separation); const FloatV penetration = FSub(separation, restDistance); const PxVec3 ra = contact.point - bodyFrame0.p; const PxVec3 rb = contact.point - bodyFrame1.p; const PxVec3 raXn = ra.cross(contact.normal); const PxVec3 rbXn = rb.cross(contact.normal); Cm::SpatialVector deltaV0, deltaV1; const Cm::SpatialVector resp0 = createImpulseResponseVector(contact.normal, raXn, b0); const Cm::SpatialVector resp1 = createImpulseResponseVector(-contact.normal, -rbXn, b1); const FloatV unitResponse = FLoad(getImpulseResponse(b0, resp0, deltaV0, d0, angD0, b1, resp1, deltaV1, d1, angD1)); const FloatV vel0 = FLoad(b0.projectVelocity(contact.normal, raXn)); const FloatV vel1 = FLoad(b1.projectVelocity(contact.normal, rbXn)); const FloatV vrel = FSub(vel0, vel1); FloatV velMultiplier = FSel(FIsEq(unitResponse, zero), zero, FRecip(unitResponse)); FloatV scaledBias = FMul(velMultiplier, FMax(maxPenBias, FMul(penetration, invDtp8))); const FloatV penetrationInvDt = FMul(penetration, invDt); const BoolV isGreater2 = BAnd(BAnd(FIsGrtr(restitution, zero), FIsGrtr(bounceThreshold, vrel)), FIsGrtr(FNeg(vrel), penetrationInvDt)); const BoolV ccdSeparationCondition = FIsGrtrOrEq(ccdMaxSeparation, penetration); scaledBias = FSel(BAnd(ccdSeparationCondition, isGreater2), zero, scaledBias); FloatV targetVelocity = FSel(isGreater2, FMul(FNeg(vrel), restitution), zero); //Get the rigid body's current velocity and embed into the constraint target velocities if(b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVelocity = FSub(targetVelocity, vel0); else if(b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVelocity = FAdd(targetVelocity, vel1); targetVelocity = FAdd(targetVelocity, V3Dot(V3LoadA(contact.targetVel), normal)); const FloatV biasedErr = FScaleAdd(targetVelocity, velMultiplier, FNeg(scaledBias)); const FloatV unbiasedErr = FScaleAdd(targetVelocity, velMultiplier, FSel(isGreater2, zero, FNeg(FMax(scaledBias, zero)))); FStore(velMultiplier, &solverContact.velMultiplier); FStore(biasedErr, &solverContact.biasedErr); FStore(unbiasedErr, &solverContact.unbiasedErr); solverContact.maxImpulse = contact.maxImpulse; solverContact.raXn = V3LoadA(resp0.angular); solverContact.rbXn = V3Neg(V3LoadA(resp1.angular)); solverContact.linDeltaVA = V3LoadA(deltaV0.linear); solverContact.angDeltaVA = V3LoadA(deltaV0.angular); solverContact.linDeltaVB = V3LoadA(deltaV1.linear); solverContact.angDeltaVB = V3LoadA(deltaV1.angular); } } } #endif //DY_SOLVER_CONSTRAINT_EXT_SHARED_H