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|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. 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.
#include "SwInterCollision.h"
#include "PsIntrinsics.h"
#include "SwCollision.h" //temp fix, needed by SwCollisionHelper implementations
#include "Simd4f.h"
#include "SwCollisionHelpers.h"
#include "BoundingBox.h"
#include "PsSort.h"
#include "PsIntrinsics.h"
#pragma warning(disable:4127)
using namespace nvidia;
using namespace cloth;
namespace
{
typedef Simd4fFactory<detail::FourTuple> Simd4fConstant;
const Simd4fConstant sMaskXYZ = simd4f(simd4i(~0, ~0, ~0, 0));
const Simd4fConstant sMaskW = simd4f(simd4i(0, 0, 0, ~0));
const Simd4fConstant sEpsilon = simd4f(FLT_EPSILON);
const Simd4fConstant sZeroW = simd4f(-FLT_MAX, -FLT_MAX, -FLT_MAX, 0.0f);
// returns sorted indices, output needs to be at least 2*(last-first)+1024
void radixSort(const uint32_t* first, const uint32_t* last, uint32_t* out)
{
uint32_t n = uint32_t(last - first);
uint32_t* buffer = out + 2 * n;
uint32_t* __restrict histograms[] = { buffer, buffer + 256, buffer + 512, buffer + 768 };
intrinsics::memZero(buffer, 1024 * sizeof(uint32_t));
// build 3 histograms in one pass
for(const uint32_t* __restrict it = first; it != last; ++it)
{
uint32_t key = *it;
++histograms[0][0xff & key];
++histograms[1][0xff & (key >> 8)];
++histograms[2][0xff & (key >> 16)];
++histograms[3][key >> 24];
}
// convert histograms to offset tables in-place
uint32_t sums[4] = {};
for(uint32_t i = 0; i < 256; ++i)
{
uint32_t temp0 = histograms[0][i] + sums[0];
histograms[0][i] = sums[0], sums[0] = temp0;
uint32_t temp1 = histograms[1][i] + sums[1];
histograms[1][i] = sums[1], sums[1] = temp1;
uint32_t temp2 = histograms[2][i] + sums[2];
histograms[2][i] = sums[2], sums[2] = temp2;
uint32_t temp3 = histograms[3][i] + sums[3];
histograms[3][i] = sums[3], sums[3] = temp3;
}
PX_ASSERT(sums[0] == n && sums[1] == n && sums[2] == n && sums[3] == n);
#if PX_DEBUG
memset(out, 0xff, 2 * n * sizeof(uint32_t));
#endif
// sort 8 bits per pass
uint32_t* __restrict indices[] = { out, out + n };
for(uint32_t i = 0; i != n; ++i)
indices[1][histograms[0][0xff & first[i]]++] = i;
for(uint32_t i = 0, index; index = indices[1][i], i != n; ++i)
indices[0][histograms[1][0xff & (first[index] >> 8)]++] = index;
for(uint32_t i = 0, index; index = indices[0][i], i != n; ++i)
indices[1][histograms[2][0xff & (first[index] >> 16)]++] = index;
for(uint32_t i = 0, index; index = indices[1][i], i != n; ++i)
indices[0][histograms[3][first[index] >> 24]++] = index;
}
template <typename Simd4f>
uint32_t longestAxis(const Simd4f& edgeLength)
{
const float* e = array(edgeLength);
if(e[0] > e[1])
return uint32_t(e[0] > e[2] ? 0 : 2);
else
return uint32_t(e[1] > e[2] ? 1 : 2);
}
}
template <typename Simd4f>
cloth::SwInterCollision<Simd4f>::SwInterCollision(const cloth::SwInterCollisionData* instances, uint32_t n, float colDist,
float stiffness, uint32_t iterations, InterCollisionFilter filter,
cloth::SwKernelAllocator& alloc, profile::PxProfileZone* zone)
: mInstances(instances)
, mNumInstances(n)
, mClothIndices(NULL)
, mParticleIndices(NULL)
, mNumParticles(0)
, mTotalParticles(0)
, mFilter(filter)
, mAllocator(alloc)
, mProfiler(zone)
{
PX_ASSERT(mFilter);
mCollisionDistance = simd4f(colDist, colDist, colDist, 0.0f);
mCollisionSquareDistance = mCollisionDistance * mCollisionDistance;
mStiffness = simd4f(stiffness);
mNumIterations = iterations;
// calculate particle size
for(uint32_t i = 0; i < n; ++i)
mTotalParticles += instances[i].mNumParticles;
}
template <typename Simd4f>
cloth::SwInterCollision<Simd4f>::~SwInterCollision()
{
}
namespace
{
// multiple x by m leaving w component of x intact
template <typename Simd4f>
PX_INLINE Simd4f transform(const Simd4f m[4], const Simd4f& x)
{
const Simd4f a = m[3] + splat<0>(x) * m[0] + splat<1>(x) * m[1] + splat<2>(x) * m[2];
return select(sMaskXYZ, a, x);
}
// rotate x by m leaving w component intact
template <typename Simd4f>
PX_INLINE Simd4f rotate(const Simd4f m[4], const Simd4f& x)
{
const Simd4f a = splat<0>(x) * m[0] + splat<1>(x) * m[1] + splat<2>(x) * m[2];
return select(sMaskXYZ, a, x);
}
template <typename Simd4f>
struct ClothSorter
{
typedef cloth::BoundingBox<Simd4f> BoundingBox;
ClothSorter(BoundingBox* bounds, uint32_t n, uint32_t axis) : mBounds(bounds), mNumBounds(n), mAxis(axis)
{
}
bool operator()(uint32_t i, uint32_t j) const
{
PX_ASSERT(i < mNumBounds);
PX_ASSERT(j < mNumBounds);
return array(mBounds[i].mLower)[mAxis] < array(mBounds[j].mLower)[mAxis];
}
BoundingBox* mBounds;
uint32_t mNumBounds;
uint32_t mAxis;
};
// for the given cloth array this function calculates the set of particles
// which potentially interact, the potential colliders are returned with their
// cloth index and particle index in clothIndices and particleIndices, the
// function returns the number of potential colliders
template <typename Simd4f>
uint32_t calculatePotentialColliders(const cloth::SwInterCollisionData* cBegin, const cloth::SwInterCollisionData* cEnd,
Simd4f colDist, uint16_t* clothIndices, uint32_t* particleIndices,
cloth::BoundingBox<Simd4f>& bounds, uint32_t* overlapMasks,
cloth::InterCollisionFilter filter, cloth::SwKernelAllocator& allocator)
{
using namespace cloth;
typedef BoundingBox<Simd4f> BoundingBox;
uint32_t numParticles = 0;
const uint32_t numCloths = uint32_t(cEnd - cBegin);
// bounds of each cloth objects in world space
BoundingBox* const clothBounds = (BoundingBox*)(allocator.allocate(numCloths * sizeof(BoundingBox)));
BoundingBox* const overlapBounds = (BoundingBox*)(allocator.allocate(numCloths * sizeof(BoundingBox)));
// union of all cloth world bounds
BoundingBox totalClothBounds = emptyBounds<Simd4f>();
uint32_t* sortedIndices = (uint32_t*)allocator.allocate(numCloths * sizeof(uint32_t));
for(uint32_t i = 0; i < numCloths; ++i)
{
const SwInterCollisionData& c = cBegin[i];
// transform bounds from b local space to local space of a
PxBounds3 lcBounds = PxBounds3::centerExtents(c.mBoundsCenter, c.mBoundsHalfExtent + PxVec3(array(colDist)[0]));
PX_ASSERT(!lcBounds.isEmpty());
PxBounds3 cWorld = PxBounds3::transformFast(c.mGlobalPose, lcBounds);
BoundingBox cBounds = {(Simd4f)simd4f(cWorld.minimum.x, cWorld.minimum.y, cWorld.minimum.z, 0.0f),
(Simd4f)simd4f(cWorld.maximum.x, cWorld.maximum.y, cWorld.maximum.z, 0.0f) };
sortedIndices[i] = i;
clothBounds[i] = cBounds;
totalClothBounds = expandBounds(totalClothBounds, cBounds);
}
// sort indices by their minimum extent on the longest axis
const uint32_t sweepAxis = longestAxis(totalClothBounds.mUpper - totalClothBounds.mLower);
ClothSorter<Simd4f> predicate(clothBounds, numCloths, sweepAxis);
nvidia::sort(sortedIndices, numCloths, predicate);
for(uint32_t i = 0; i < numCloths; ++i)
{
PX_ASSERT(sortedIndices[i] < numCloths);
const SwInterCollisionData& a = cBegin[sortedIndices[i]];
// local bounds
const Simd4f aCenter = load(reinterpret_cast<const float*>(&a.mBoundsCenter));
const Simd4f aHalfExtent = load(reinterpret_cast<const float*>(&a.mBoundsHalfExtent)) + colDist;
const BoundingBox aBounds = { aCenter - aHalfExtent, aCenter + aHalfExtent };
const PxMat44 aToWorld(a.mGlobalPose);
const PxTransform aToLocal(a.mGlobalPose.getInverse());
const float axisMin = array(clothBounds[sortedIndices[i]].mLower)[sweepAxis];
const float axisMax = array(clothBounds[sortedIndices[i]].mUpper)[sweepAxis];
uint32_t overlapMask = 0;
uint32_t numOverlaps = 0;
// scan back to find first intersecting bounding box
uint32_t startIndex = i;
while(startIndex > 0 && array(clothBounds[sortedIndices[startIndex]].mUpper)[sweepAxis] > axisMin)
--startIndex;
// compute all overlapping bounds
for(uint32_t j = startIndex; j < numCloths; ++j)
{
// ignore self-collision
if(i == j)
continue;
// early out if no more cloths along axis intersect us
if(array(clothBounds[sortedIndices[j]].mLower)[sweepAxis] > axisMax)
break;
const SwInterCollisionData& b = cBegin[sortedIndices[j]];
// check if collision between these shapes is filtered
if(!filter(a.mUserData, b.mUserData))
continue;
// set mask bit for this cloth
overlapMask |= 1 << sortedIndices[j];
// transform bounds from b local space to local space of a
PxBounds3 lcBounds =
PxBounds3::centerExtents(b.mBoundsCenter, b.mBoundsHalfExtent + PxVec3(array(colDist)[0]));
PX_ASSERT(!lcBounds.isEmpty());
PxBounds3 bLocal = PxBounds3::transformFast(aToLocal * b.mGlobalPose, lcBounds);
BoundingBox bBounds = {(Simd4f)simd4f(bLocal.minimum.x, bLocal.minimum.y, bLocal.minimum.z, 0.0f),
(Simd4f)simd4f(bLocal.maximum.x, bLocal.maximum.y, bLocal.maximum.z, 0.0f) };
BoundingBox iBounds = intersectBounds(aBounds, bBounds);
// setup bounding box w to make point containment test cheaper
iBounds.mLower = (iBounds.mLower & sMaskXYZ) | ((Simd4f)sMaskW & simd4f(-FLT_MAX));
iBounds.mUpper = (iBounds.mUpper & sMaskXYZ) | ((Simd4f)sMaskW & simd4f(FLT_MAX));
if(!isEmptyBounds(iBounds))
overlapBounds[numOverlaps++] = iBounds;
}
//----------------------------------------------------------------
// cull all particles to overlapping bounds and transform particles to world space
const uint32_t clothIndex = sortedIndices[i];
overlapMasks[clothIndex] = overlapMask;
Simd4f* pBegin = reinterpret_cast<Simd4f*>(a.mParticles);
Simd4f* qBegin = reinterpret_cast<Simd4f*>(a.mPrevParticles);
const Simd4f xform[4] = { load(reinterpret_cast<const float*>(&aToWorld.column0)),
load(reinterpret_cast<const float*>(&aToWorld.column1)),
load(reinterpret_cast<const float*>(&aToWorld.column2)),
load(reinterpret_cast<const float*>(&aToWorld.column3)) };
Simd4f impulseInvScale = recip(Simd4f(simd4f(cBegin[clothIndex].mImpulseScale)));
for(uint32_t k = 0; k < a.mNumParticles; ++k)
{
Simd4f* pIt = a.mIndices ? pBegin + a.mIndices[k] : pBegin + k;
Simd4f* qIt = a.mIndices ? qBegin + a.mIndices[k] : qBegin + k;
const Simd4f p = *pIt;
for(const BoundingBox* oIt = overlapBounds, *oEnd = overlapBounds + numOverlaps; oIt != oEnd; ++oIt)
{
// point in box test
if(anyGreater(oIt->mLower, p) != 0)
continue;
if(anyGreater(p, oIt->mUpper) != 0)
continue;
// transform particle to world space in-place
// (will be transformed back after collision)
*pIt = transform(xform, p);
Simd4f impulse = (p - *qIt) * impulseInvScale;
*qIt = rotate(xform, impulse);
// update world bounds
bounds = expandBounds(bounds, pIt, pIt + 1);
// add particle to output arrays
clothIndices[numParticles] = uint16_t(clothIndex);
particleIndices[numParticles] = uint32_t(pIt - pBegin);
// output each particle only once
++numParticles;
break;
}
}
}
allocator.deallocate(sortedIndices);
allocator.deallocate(overlapBounds);
allocator.deallocate(clothBounds);
return numParticles;
}
}
template <typename Simd4f>
PX_INLINE Simd4f& cloth::SwInterCollision<Simd4f>::getParticle(uint32_t index)
{
PX_ASSERT(index < mNumParticles);
uint16_t clothIndex = mClothIndices[index];
uint32_t particleIndex = mParticleIndices[index];
PX_ASSERT(clothIndex < mNumInstances);
return reinterpret_cast<Simd4f&>(mInstances[clothIndex].mParticles[particleIndex]);
}
template <typename Simd4f>
void cloth::SwInterCollision<Simd4f>::operator()()
{
mNumTests = mNumCollisions = 0;
mClothIndices = static_cast<uint16_t*>(mAllocator.allocate(sizeof(uint16_t) * mTotalParticles));
mParticleIndices = static_cast<uint32_t*>(mAllocator.allocate(sizeof(uint32_t) * mTotalParticles));
mOverlapMasks = static_cast<uint32_t*>(mAllocator.allocate(sizeof(uint32_t*) * mNumInstances));
for(uint32_t k = 0; k < mNumIterations; ++k)
{
// world bounds of particles
BoundingBox<Simd4f> bounds = emptyBounds<Simd4f>();
// calculate potentially colliding set
{
#if PX_PROFILE
ProfileZone zone("cloth::SwInterCollision::BroadPhase", mProfiler);
#endif
mNumParticles =
calculatePotentialColliders(mInstances, mInstances + mNumInstances, mCollisionDistance, mClothIndices,
mParticleIndices, bounds, mOverlapMasks, mFilter, mAllocator);
}
// collide
if(mNumParticles)
{
#if PX_PROFILE
ProfileZone zone("cloth::SwInterCollision::Collide", mProfiler);
#endif
Simd4f lowerBound = bounds.mLower;
Simd4f edgeLength = max(bounds.mUpper - lowerBound, sEpsilon);
// sweep along longest axis
uint32_t sweepAxis = longestAxis(edgeLength);
uint32_t hashAxis0 = (sweepAxis + 1) % 3;
uint32_t hashAxis1 = (sweepAxis + 2) % 3;
// reserve 0, 127, and 65535 for sentinel
Simd4f cellSize = max(mCollisionDistance, simd4f(1.0f / 253) * edgeLength);
array(cellSize)[sweepAxis] = array(edgeLength)[sweepAxis] / 65533;
Simd4f one = simd4f(_1);
Simd4f gridSize = simd4f(254.0f);
array(gridSize)[sweepAxis] = 65534.0f;
Simd4f gridScale = recipT<1>(cellSize);
Simd4f gridBias = -lowerBound * gridScale + simd4f(_1);
void* buffer = mAllocator.allocate(getBufferSize(mNumParticles));
uint32_t* __restrict sortedIndices = reinterpret_cast<uint32_t*>(buffer);
uint32_t* __restrict sortedKeys = sortedIndices + mNumParticles;
uint32_t* __restrict keys = PxMax(sortedKeys + mNumParticles, sortedIndices + 2 * mNumParticles + 1024);
typedef typename Simd4fToSimd4i<Simd4f>::Type Simd4i;
// create keys
for(uint32_t i = 0; i < mNumParticles; ++i)
{
// grid coordinate
Simd4f indexf = getParticle(i) * gridScale + gridBias;
// need to clamp index because shape collision potentially
// pushes particles outside of their original bounds
Simd4i indexi = intFloor(max(one, min(indexf, gridSize)));
const int32_t* ptr = simdi::array(indexi);
keys[i] = uint32_t(ptr[sweepAxis] | (ptr[hashAxis0] << 16) | (ptr[hashAxis1] << 24));
}
// compute sorted keys indices
radixSort(keys, keys + mNumParticles, sortedIndices);
// snoop histogram: offset of first index with 8 msb > 1 (0 is sentinel)
uint32_t firstColumnSize = sortedIndices[2 * mNumParticles + 769];
// sort keys
for(uint32_t i = 0; i < mNumParticles; ++i)
sortedKeys[i] = keys[sortedIndices[i]];
sortedKeys[mNumParticles] = uint32_t(-1); // sentinel
// calculate the number of buckets we need to search forward
const Simd4i data = intFloor(gridScale * mCollisionDistance);
uint32_t collisionDistance = uint32_t(2 + simdi::array(data)[sweepAxis]);
// collide particles
collideParticles(sortedKeys, firstColumnSize, sortedIndices, mNumParticles, collisionDistance);
mAllocator.deallocate(buffer);
}
/*
// verify against brute force (disable collision response when testing)
uint32_t numCollisions = mNumCollisions;
mNumCollisions = 0;
for(uint32_t i = 0; i < mNumParticles; ++i)
for(uint32_t j = i+1; j < mNumParticles; ++j)
if (mOverlapMasks[mClothIndices[i]] & (1 << mClothIndices[j]))
collideParticles(getParticle(i), getParticle(j));
static uint32_t iter = 0; ++iter;
if(numCollisions != mNumCollisions)
printf("%u: %u != %u\n", iter, numCollisions, mNumCollisions);
*/
// transform back to local space
{
#if PX_PROFILE
ProfileZone zone("cloth::SwInterCollision::PostTransform", mProfiler);
#endif
Simd4f toLocal[4], impulseScale;
uint16_t lastCloth = uint16_t(0xffff);
for(uint32_t i = 0; i < mNumParticles; ++i)
{
uint16_t clothIndex = mClothIndices[i];
const SwInterCollisionData* instance = mInstances + clothIndex;
// todo: could pre-compute these inverses
if(clothIndex != lastCloth)
{
const PxMat44 xform(instance->mGlobalPose.getInverse());
toLocal[0] = load(reinterpret_cast<const float*>(&xform.column0));
toLocal[1] = load(reinterpret_cast<const float*>(&xform.column1));
toLocal[2] = load(reinterpret_cast<const float*>(&xform.column2));
toLocal[3] = load(reinterpret_cast<const float*>(&xform.column3));
impulseScale = simd4f(instance->mImpulseScale);
lastCloth = mClothIndices[i];
}
uint32_t particleIndex = mParticleIndices[i];
Simd4f& particle = reinterpret_cast<Simd4f&>(instance->mParticles[particleIndex]);
Simd4f& impulse = reinterpret_cast<Simd4f&>(instance->mPrevParticles[particleIndex]);
particle = transform(toLocal, particle);
// avoid w becoming negative due to numerical inaccuracies
impulse = max(sZeroW, particle - rotate(toLocal, Simd4f(impulse * impulseScale)));
}
}
}
mAllocator.deallocate(mOverlapMasks);
mAllocator.deallocate(mParticleIndices);
mAllocator.deallocate(mClothIndices);
}
template <typename Simd4f>
size_t cloth::SwInterCollision<Simd4f>::estimateTemporaryMemory(SwInterCollisionData* cloths, uint32_t n)
{
// count total particles
uint32_t numParticles = 0;
for(uint32_t i = 0; i < n; ++i)
numParticles += cloths[i].mNumParticles;
uint32_t boundsSize = 2 * n * sizeof(BoundingBox<Simd4f>) + n * sizeof(uint32_t);
uint32_t clothIndicesSize = numParticles * sizeof(uint16_t);
uint32_t particleIndicesSize = numParticles * sizeof(uint32_t);
uint32_t masksSize = n * sizeof(uint32_t);
return boundsSize + clothIndicesSize + particleIndicesSize + masksSize + getBufferSize(numParticles);
}
template <typename Simd4f>
size_t cloth::SwInterCollision<Simd4f>::getBufferSize(uint32_t numParticles)
{
uint32_t keysSize = numParticles * sizeof(uint32_t);
uint32_t indicesSize = numParticles * sizeof(uint32_t);
uint32_t histogramSize = 1024 * sizeof(uint32_t);
return keysSize + indicesSize + PxMax(indicesSize + histogramSize, keysSize);
}
template <typename Simd4f>
void cloth::SwInterCollision<Simd4f>::collideParticle(uint32_t index)
{
uint16_t clothIndex = mClothIndices[index];
if((1 << clothIndex) & ~mClothMask)
return;
const SwInterCollisionData* instance = mInstances + clothIndex;
uint32_t particleIndex = mParticleIndices[index];
Simd4f& particle = reinterpret_cast<Simd4f&>(instance->mParticles[particleIndex]);
Simd4f diff = particle - mParticle;
Simd4f distSqr = dot3(diff, diff);
#if PX_DEBUG
++mNumTests;
#endif
if(allGreater(distSqr, mCollisionSquareDistance))
return;
Simd4f w0 = splat<3>(mParticle);
Simd4f w1 = splat<3>(particle);
Simd4f ratio = mCollisionDistance * rsqrtT<1>(distSqr);
Simd4f scale = mStiffness * recipT<1>(sEpsilon + w0 + w1);
Simd4f delta = (scale * (diff - diff * ratio)) & sMaskXYZ;
mParticle = mParticle + delta * w0;
particle = particle - delta * w1;
Simd4f& impulse = reinterpret_cast<Simd4f&>(instance->mPrevParticles[particleIndex]);
mImpulse = mImpulse + delta * w0;
impulse = impulse - delta * w1;
#if PX_DEBUG || PX_PROFILE
++mNumCollisions;
#endif
}
template <typename Simd4f>
void cloth::SwInterCollision<Simd4f>::collideParticles(const uint32_t* keys, uint32_t firstColumnSize,
const uint32_t* indices, uint32_t numParticles,
uint32_t collisionDistance)
{
const uint32_t bucketMask = uint16_t(-1);
const uint32_t keyOffsets[] = { 0, 0x00010000, 0x00ff0000, 0x01000000, 0x01010000 };
const uint32_t* __restrict kFirst[5];
const uint32_t* __restrict kLast[5];
{
// optimization: scan forward iterator starting points once instead of 9 times
const uint32_t* __restrict kIt = keys;
uint32_t key = *kIt;
uint32_t firstKey = key - PxMin(collisionDistance, key & bucketMask);
uint32_t lastKey = PxMin(key + collisionDistance, key | bucketMask);
kFirst[0] = kIt;
while(*kIt < lastKey)
++kIt;
kLast[0] = kIt;
for(uint32_t k = 1; k < 5; ++k)
{
for(uint32_t n = firstKey + keyOffsets[k]; *kIt < n;)
++kIt;
kFirst[k] = kIt;
for(uint32_t n = lastKey + keyOffsets[k]; *kIt < n;)
++kIt;
kLast[k] = kIt;
// jump forward once to second column
kIt = keys + firstColumnSize;
firstColumnSize = 0;
}
}
const uint32_t* __restrict iIt = indices;
const uint32_t* __restrict iEnd = indices + numParticles;
const uint32_t* __restrict jIt;
const uint32_t* __restrict jEnd;
for(; iIt != iEnd; ++iIt, ++kFirst[0])
{
// load current particle once outside of inner loop
uint32_t index = *iIt;
PX_ASSERT(index < mNumParticles);
mClothIndex = mClothIndices[index];
PX_ASSERT(mClothIndex < mNumInstances);
mClothMask = mOverlapMasks[mClothIndex];
const SwInterCollisionData* instance = mInstances + mClothIndex;
mParticleIndex = mParticleIndices[index];
mParticle = reinterpret_cast<const Simd4f&>(instance->mParticles[mParticleIndex]);
mImpulse = reinterpret_cast<const Simd4f&>(instance->mPrevParticles[mParticleIndex]);
uint32_t key = *kFirst[0];
// range of keys we need to check against for this particle
uint32_t firstKey = key - PxMin(collisionDistance, key & bucketMask);
uint32_t lastKey = PxMin(key + collisionDistance, key | bucketMask);
// scan forward end point
while(*kLast[0] < lastKey)
++kLast[0];
// process potential colliders of same cell
jEnd = indices + (kLast[0] - keys);
for(jIt = iIt + 1; jIt != jEnd; ++jIt)
collideParticle(*jIt);
// process neighbor cells
for(uint32_t k = 1; k < 5; ++k)
{
// scan forward start point
for(uint32_t n = firstKey + keyOffsets[k]; *kFirst[k] < n;)
++kFirst[k];
// scan forward end point
for(uint32_t n = lastKey + keyOffsets[k]; *kLast[k] < n;)
++kLast[k];
// process potential colliders
jEnd = indices + (kLast[k] - keys);
for(jIt = indices + (kFirst[k] - keys); jIt != jEnd; ++jIt)
collideParticle(*jIt);
}
// write back particle and impulse
reinterpret_cast<Simd4f&>(instance->mParticles[mParticleIndex]) = mParticle;
reinterpret_cast<Simd4f&>(instance->mPrevParticles[mParticleIndex]) = mImpulse;
}
}
// explicit template instantiation
#if NVMATH_SIMD
template class cloth::SwInterCollision<Simd4f>;
#endif
#if NVMATH_SCALAR
template class cloth::SwInterCollision<Scalar4f>;
#endif
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