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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) 2008-2018 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 "foundation/PxPreprocessor.h"
#include "PsVecMath.h"
#include "PsMathUtils.h"
#include "DySolverContact.h"
#include "DySolverContactPF.h"
#include "DySolverConstraintTypes.h"
#include "PxcNpWorkUnit.h"
#include "DyThreadContext.h"
#include "DyContactPrep.h"
#include "PxcNpContactPrepShared.h"
//#include "PxvGeometry.h"
#include "PxvDynamics.h"
#include "DyCorrelationBuffer.h"
#include "DySolverConstraintDesc.h"
#include "DySolverBody.h"
#include "DySolverContact4.h"
#include "DySolverContactPF4.h"
#include "PsVecMath.h"
#include "PxContactModifyCallback.h"
#include "PxsMaterialManager.h"
#include "PxsMaterialCombiner.h"
#include "DySolverExt.h"
#include "DyArticulationContactPrep.h"
#include "DyContactPrepShared.h"
#include "PsFoundation.h"
using namespace physx::Gu;
using namespace physx::shdfnd::aos;
namespace physx
{
namespace Dy
{
bool createFinalizeSolverContactsCoulomb(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxReal solverOffsetSlop,
PxConstraintAllocator& constraintAllocator,
PxFrictionType::Enum frictionType);
static bool setupFinalizeSolverConstraintsCoulomb(
Sc::ShapeInteraction* shapeInteraction,
const ContactBuffer& buffer,
const CorrelationBuffer& c,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxU8* workspace,
const PxSolverBodyData& data0,
const PxSolverBodyData& data1,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxU32 frictionPerPointCount,
const bool hasForceThresholds,
const bool staticBody,
PxReal invMassScale0, PxReal invInertiaScale0,
PxReal invMassScale1, PxReal invInertiaScale1,
PxReal restDist,
const PxReal maxCCDSeparation,
const PxReal solverOffsetSlopF32)
{
const FloatV ccdMaxSeparation = FLoad(maxCCDSeparation);
const Vec3V solverOffsetSlop = V3Load(solverOffsetSlopF32);
PxU8* PX_RESTRICT ptr = workspace;
const FloatV zero=FZero();
PxU8 flags = PxU8(hasForceThresholds ? SolverContactHeader::eHAS_FORCE_THRESHOLDS : 0);
const FloatV restDistance = FLoad(restDist);
const Vec3V bodyFrame0p = V3LoadU(bodyFrame0.p);
const Vec3V bodyFrame1p = V3LoadU(bodyFrame1.p);
Ps::prefetchLine(c.contactID);
Ps::prefetchLine(c.contactID, 128);
const PxU32 frictionPatchCount = c.frictionPatchCount;
const PxU32 pointStride = sizeof(SolverContactPoint);
const PxU32 frictionStride = sizeof(SolverContactFriction);
const PxU8 pointHeaderType = Ps::to8(staticBody ? DY_SC_TYPE_STATIC_CONTACT : DY_SC_TYPE_RB_CONTACT);
const PxU8 frictionHeaderType = Ps::to8(staticBody ? DY_SC_TYPE_STATIC_FRICTION : DY_SC_TYPE_FRICTION);
const Vec3V linVel0 = V3LoadU(data0.linearVelocity);
const Vec3V linVel1 = V3LoadU(data1.linearVelocity);
const Vec3V angVel0 = V3LoadU(data0.angularVelocity);
const Vec3V angVel1 = V3LoadU(data1.angularVelocity);
const FloatV invMass0 = FLoad(data0.invMass);
const FloatV invMass1 = FLoad(data1.invMass);
const FloatV maxPenBias = FMax(FLoad(data0.penBiasClamp), FLoad(data1.penBiasClamp));
// PT: the matrix is symmetric so we can read it as a PxMat33! Gets rid of 25000+ LHS.
const PxMat33& invIn0 = reinterpret_cast<const PxMat33&>(data0.sqrtInvInertia);
PX_ALIGN(16, const Mat33V invSqrtInertia0)
(
V3LoadU(invIn0.column0),
V3LoadU(invIn0.column1),
V3LoadU(invIn0.column2)
);
const PxMat33& invIn1 = reinterpret_cast<const PxMat33&>(data1.sqrtInvInertia);
PX_ALIGN(16, const Mat33V invSqrtInertia1)
(
V3LoadU(invIn1.column0),
V3LoadU(invIn1.column1),
V3LoadU(invIn1.column2)
);
const FloatV invDt = FLoad(invDtF32);
const FloatV p8 = FLoad(0.8f);
const FloatV bounceThreshold = FLoad(bounceThresholdF32);
const FloatV orthoThreshold = FLoad(0.70710678f);
const FloatV eps = FLoad(0.00001f);
const FloatV invDtp8 = FMul(invDt, p8);
const FloatV d0 = FLoad(invMassScale0);
const FloatV d1 = FLoad(invMassScale1);
const FloatV nDom1fV = FNeg(d1);
const FloatV angD0 = FLoad(invInertiaScale0);
const FloatV angD1 = FLoad(invInertiaScale1);
const FloatV invMass0_dom0fV = FMul(d0, invMass0);
const FloatV invMass1_dom1fV = FMul(nDom1fV, invMass1);
for(PxU32 i=0;i< frictionPatchCount;i++)
{
const PxU32 contactCount = c.frictionPatchContactCounts[i];
if(contactCount == 0)
continue;
const Gu::ContactPoint* contactBase0 = buffer.contacts + c.contactPatches[c.correlationListHeads[i]].start;
const Vec3V normal = Ps::aos::V3LoadA(contactBase0->normal);
const FloatV normalLenSq = V3LengthSq(normal);
const VecCrossV norCross = V3PrepareCross(normal);
const FloatV restitution = FLoad(contactBase0->restitution);
const FloatV norVel = V3SumElems(V3NegMulSub(normal, linVel1, V3Mul(normal, linVel0)));
/*const FloatV norVel0 = V3Dot(normal, linVel0);
const FloatV norVel1 = V3Dot(normal, linVel1);
const FloatV norVel = FSub(norVel0, norVel1);*/
const FloatV invMassNorLenSq0 = FMul(invMass0_dom0fV, normalLenSq);
const FloatV invMassNorLenSq1 = FMul(invMass1_dom1fV, normalLenSq);
SolverContactCoulombHeader* PX_RESTRICT header = reinterpret_cast<SolverContactCoulombHeader*>(ptr);
ptr += sizeof(SolverContactCoulombHeader);
Ps::prefetchLine(ptr, 128);
Ps::prefetchLine(ptr, 256);
Ps::prefetchLine(ptr, 384);
header->numNormalConstr = PxU8(contactCount);
header->type = pointHeaderType;
//header->setRestitution(n.restitution);
//header->setRestitution(contactBase0->restitution);
header->setDominance0(invMass0_dom0fV);
header->setDominance1(FNeg(invMass1_dom1fV));
FStore(angD0, &header->angDom0);
FStore(angD1, &header->angDom1);
header->setNormal(normal);
header->flags = flags;
header->shapeInteraction = shapeInteraction;
for(PxU32 patch=c.correlationListHeads[i];
patch!=CorrelationBuffer::LIST_END;
patch = c.contactPatches[patch].next)
{
const PxU32 count = c.contactPatches[patch].count;
const Gu::ContactPoint* contactBase = buffer.contacts + c.contactPatches[patch].start;
PxU8* p = ptr;
for(PxU32 j=0;j<count;j++)
{
const Gu::ContactPoint& contact = contactBase[j];
SolverContactPoint* PX_RESTRICT solverContact = reinterpret_cast<SolverContactPoint*>(p);
p += pointStride;
constructContactConstraint(invSqrtInertia0, invSqrtInertia1, invMassNorLenSq0,
invMassNorLenSq1, angD0, angD1, bodyFrame0p, bodyFrame1p,
normal, norVel, norCross, angVel0, angVel1,
invDt, invDtp8, restDistance, maxPenBias, restitution,
bounceThreshold, contact, *solverContact, ccdMaxSeparation, solverOffsetSlop);
}
ptr = p;
}
}
//construct all the frictions
PxU8* PX_RESTRICT ptr2 = workspace;
bool hasFriction = false;
for(PxU32 i=0;i< frictionPatchCount;i++)
{
const PxU32 contactCount = c.frictionPatchContactCounts[i];
if(contactCount == 0)
continue;
const Gu::ContactPoint* contactBase0 = buffer.contacts + c.contactPatches[c.correlationListHeads[i]].start;
SolverContactCoulombHeader* header = reinterpret_cast<SolverContactCoulombHeader*>(ptr2);
header->frictionOffset = PxU16(ptr - ptr2);// + sizeof(SolverFrictionHeader);
ptr2 += sizeof(SolverContactCoulombHeader) + header->numNormalConstr * pointStride;
const PxReal staticFriction = contactBase0->staticFriction;
const bool disableStrongFriction = !!(contactBase0->materialFlags & PxMaterialFlag::eDISABLE_FRICTION);
const bool haveFriction = (disableStrongFriction == 0);
SolverFrictionHeader* frictionHeader = reinterpret_cast<SolverFrictionHeader*>(ptr);
frictionHeader->numNormalConstr = Ps::to8(c.frictionPatchContactCounts[i]);
frictionHeader->numFrictionConstr = Ps::to8(haveFriction ? c.frictionPatchContactCounts[i] * frictionPerPointCount : 0);
ptr += sizeof(SolverFrictionHeader);
PxF32* appliedForceBuffer = reinterpret_cast<PxF32*>(ptr);
ptr += frictionHeader->getAppliedForcePaddingSize(c.frictionPatchContactCounts[i]);
PxMemZero(appliedForceBuffer, sizeof(PxF32)*contactCount*frictionPerPointCount);
Ps::prefetchLine(ptr, 128);
Ps::prefetchLine(ptr, 256);
Ps::prefetchLine(ptr, 384);
const Vec3V normal = V3LoadU(buffer.contacts[c.contactPatches[c.correlationListHeads[i]].start].normal);
const FloatV normalX = V3GetX(normal);
const FloatV normalY = V3GetY(normal);
const FloatV normalZ = V3GetZ(normal);
const Vec3V t0Fallback1 = V3Merge(zero, FNeg(normalZ), normalY);
const Vec3V t0Fallback2 = V3Merge(FNeg(normalY), normalX, zero) ;
const BoolV con = FIsGrtr(orthoThreshold, FAbs(normalX));
const Vec3V tFallback1 = V3Sel(con, t0Fallback1, t0Fallback2);
const Vec3V linVrel = V3Sub(linVel0, linVel1);
const Vec3V t0_ = V3Sub(linVrel, V3Scale(normal, V3Dot(normal, linVrel)));
const FloatV sqDist = V3Dot(t0_,t0_);
const BoolV con1 = FIsGrtr(sqDist, eps);
const Vec3V tDir0 =V3Normalize(V3Sel(con1, t0_, tFallback1));
const Vec3V tDir1 = V3Cross(tDir0, normal);
Vec3V tFallback = tDir0;
Vec3V tFallbackAlt = tDir1;
if(haveFriction)
{
//frictionHeader->setStaticFriction(n.staticFriction);
frictionHeader->setStaticFriction(staticFriction);
FStore(invMass0_dom0fV, &frictionHeader->invMass0D0);
FStore(FNeg(invMass1_dom1fV), &frictionHeader->invMass1D1);
FStore(angD0, &frictionHeader->angDom0);
FStore(angD1, &frictionHeader->angDom1);
frictionHeader->type = frictionHeaderType;
PxU32 totalPatchContactCount = 0;
for(PxU32 patch=c.correlationListHeads[i];
patch!=CorrelationBuffer::LIST_END;
patch = c.contactPatches[patch].next)
{
const PxU32 count = c.contactPatches[patch].count;
const PxU32 start = c.contactPatches[patch].start;
const Gu::ContactPoint* contactBase = buffer.contacts + start;
PxU8* p = ptr;
for(PxU32 j =0; j < count; j++)
{
hasFriction = true;
const Gu::ContactPoint& contact = contactBase[j];
const Vec3V point = V3LoadU(contact.point);
const Vec3V ra = V3Sub(point, bodyFrame0p);
const Vec3V rb = V3Sub(point, bodyFrame1p);
//ra = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(ra)), V3Zero(), ra);
//rb = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(rb)), V3Zero(), rb);
const Vec3V targetVel = V3LoadU(contact.targetVel);
for(PxU32 k = 0; k < frictionPerPointCount; ++k)
{
const Vec3V t0 = tFallback;
tFallback = tFallbackAlt;
tFallbackAlt = t0;
SolverContactFriction* PX_RESTRICT f0 = reinterpret_cast<SolverContactFriction*>(p);
p += frictionStride;
//f0->brokenOrContactIndex = contactId;
Vec3V raXn = V3Cross(ra, t0);
Vec3V rbXn = V3Cross(rb, t0);
raXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(raXn)), V3Zero(), raXn);
rbXn = V3Sel(V3IsGrtr(solverOffsetSlop, V3Abs(rbXn)), V3Zero(), rbXn);
const Vec3V delAngVel0 = M33MulV3(invSqrtInertia0, raXn);
const Vec3V delAngVel1 = M33MulV3(invSqrtInertia1, rbXn);
const FloatV resp0 = FAdd(invMass0_dom0fV, FMul(angD0, V3Dot(delAngVel0, delAngVel0)));
const FloatV resp1 = FSub(FMul(angD1, V3Dot(delAngVel1, delAngVel1)), invMass1_dom1fV);
const FloatV resp = FAdd(resp0, resp1);
const FloatV velMultiplier = FNeg(FSel(FIsGrtr(resp, zero), FRecip(resp), zero));
const FloatV vrel1 = FAdd(V3Dot(t0, linVel0), V3Dot(raXn, angVel0));
const FloatV vrel2 = FAdd(V3Dot(t0, linVel1), V3Dot(rbXn, angVel1));
const FloatV vrel = FSub(vrel1, vrel2);
f0->normalXYZ_appliedForceW = V4SetW(Vec4V_From_Vec3V(t0), zero);
f0->raXnXYZ_velMultiplierW = V4SetW(Vec4V_From_Vec3V(delAngVel0), velMultiplier);
//f0->rbXnXYZ_targetVelocityW = V4SetW(Vec4V_From_Vec3V(delAngVel1), FSub(V3Dot(targetVel, t0), vrel));
f0->rbXnXYZ_biasW = Vec4V_From_Vec3V(delAngVel1);
FStore(FSub(V3Dot(targetVel, t0), vrel), &f0->targetVel);
}
}
totalPatchContactCount += c.contactPatches[patch].count;
ptr = p;
}
}
}
*ptr = 0;
return hasFriction;
}
static void computeBlockStreamByteSizesCoulomb(const CorrelationBuffer& c,
const PxU32 frictionCountPerPoint, PxU32& _solverConstraintByteSize,
PxU32& _axisConstraintCount,
bool useExtContacts)
{
PX_ASSERT(0 == _solverConstraintByteSize);
PX_ASSERT(0 == _axisConstraintCount);
// PT: use local vars to remove LHS
PxU32 solverConstraintByteSize = 0;
PxU32 numFrictionPatches = 0;
PxU32 axisConstraintCount = 0;
for(PxU32 i = 0; i < c.frictionPatchCount; i++)
{
//Friction patches.
if(c.correlationListHeads[i] != CorrelationBuffer::LIST_END)
numFrictionPatches++;
const FrictionPatch& frictionPatch = c.frictionPatches[i];
const bool haveFriction = (frictionPatch.materialFlags & PxMaterialFlag::eDISABLE_FRICTION) == 0;
//Solver constraint data.
if(c.frictionPatchContactCounts[i]!=0)
{
solverConstraintByteSize += sizeof(SolverContactCoulombHeader);
solverConstraintByteSize += useExtContacts ? c.frictionPatchContactCounts[i] * sizeof(SolverContactPointExt)
: c.frictionPatchContactCounts[i] * sizeof(SolverContactPoint);
axisConstraintCount += c.frictionPatchContactCounts[i];
//We always need the friction headers to write the accumulated
if(haveFriction)
{
//4 bytes
solverConstraintByteSize += sizeof(SolverFrictionHeader);
//buffer to store applied forces in
solverConstraintByteSize += SolverFrictionHeader::getAppliedForcePaddingSize(c.frictionPatchContactCounts[i]);
const PxU32 nbFrictionConstraints = c.frictionPatchContactCounts[i] * frictionCountPerPoint;
solverConstraintByteSize += useExtContacts ? nbFrictionConstraints * sizeof(SolverContactFrictionExt)
: nbFrictionConstraints * sizeof(SolverContactFriction);
axisConstraintCount += c.frictionPatchContactCounts[i];
}
else
{
//reserve buffers for storing accumulated impulses
solverConstraintByteSize += sizeof(SolverFrictionHeader);
solverConstraintByteSize += SolverFrictionHeader::getAppliedForcePaddingSize(c.frictionPatchContactCounts[i]);
}
}
}
_axisConstraintCount = axisConstraintCount;
//16-byte alignment.
_solverConstraintByteSize = ((solverConstraintByteSize + 0x0f) & ~0x0f);
PX_ASSERT(0 == (_solverConstraintByteSize & 0x0f));
}
static bool reserveBlockStreamsCoulomb(const CorrelationBuffer& c,
PxU8*& solverConstraint, PxU32 frictionCountPerPoint,
PxU32& solverConstraintByteSize,
PxU32& axisConstraintCount, PxConstraintAllocator& constraintAllocator,
bool useExtContacts)
{
PX_ASSERT(NULL == solverConstraint);
PX_ASSERT(0 == solverConstraintByteSize);
PX_ASSERT(0 == axisConstraintCount);
//From constraintBlockStream we need to reserve contact points, contact forces, and a char buffer for the solver constraint data (already have a variable for this).
//From frictionPatchStream we just need to reserve a single buffer.
//Compute the sizes of all the buffers.
computeBlockStreamByteSizesCoulomb(
c,
frictionCountPerPoint, solverConstraintByteSize,
axisConstraintCount, useExtContacts);
//Reserve the buffers.
//First reserve the accumulated buffer size for the constraint block.
PxU8* constraintBlock = NULL;
const PxU32 constraintBlockByteSize = solverConstraintByteSize;
if(constraintBlockByteSize > 0)
{
constraintBlock = constraintAllocator.reserveConstraintData(constraintBlockByteSize + 16u);
if(0==constraintBlock || (reinterpret_cast<PxU8*>(-1))==constraintBlock)
{
if(0==constraintBlock)
{
PX_WARN_ONCE(
"Reached limit set by PxSceneDesc::maxNbContactDataBlocks - ran out of buffer space for constraint prep. "
"Either accept dropped contacts or increase buffer size allocated for narrow phase by increasing PxSceneDesc::maxNbContactDataBlocks.");
}
else
{
PX_WARN_ONCE(
"Attempting to allocate more than 16K of contact data for a single contact pair in constraint prep. "
"Either accept dropped contacts or simplify collision geometry.");
constraintBlock=NULL;
}
}
}
//Patch up the individual ptrs to the buffer returned by the constraint block reservation (assuming the reservation didn't fail).
if(0==constraintBlockByteSize || constraintBlock)
{
if(solverConstraintByteSize)
{
solverConstraint = constraintBlock;
PX_ASSERT(0==(uintptr_t(solverConstraint) & 0x0f));
}
}
//Return true if neither of the two block reservations failed.
return ((0==constraintBlockByteSize || constraintBlock));
}
bool createFinalizeSolverContactsCoulomb1D(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxReal solverOffsetSlop,
PxConstraintAllocator& constraintAllocator)
{
return createFinalizeSolverContactsCoulomb(contactDesc, output, threadContext, invDtF32, bounceThresholdF32, frictionOffsetThreshold, correlationDistance, solverOffsetSlop,
constraintAllocator, PxFrictionType::eONE_DIRECTIONAL);
}
bool createFinalizeSolverContactsCoulomb2D(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxReal solverOffsetSlop,
PxConstraintAllocator& constraintAllocator)
{
return createFinalizeSolverContactsCoulomb(contactDesc, output, threadContext, invDtF32, bounceThresholdF32, frictionOffsetThreshold, correlationDistance, solverOffsetSlop,
constraintAllocator, PxFrictionType::eTWO_DIRECTIONAL);
}
bool createFinalizeSolverContactsCoulomb(PxSolverContactDesc& contactDesc,
PxsContactManagerOutput& output,
ThreadContext& threadContext,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxReal frictionOffsetThreshold,
PxReal correlationDistance,
PxReal solverOffsetSlop,
PxConstraintAllocator& constraintAllocator,
PxFrictionType::Enum frictionType)
{
PX_UNUSED(frictionOffsetThreshold);
PX_UNUSED(correlationDistance);
PxSolverConstraintDesc& desc = *contactDesc.desc;
desc.constraintLengthOver16 = 0;
ContactBuffer& buffer = threadContext.mContactBuffer;
buffer.count = 0;
// We pull the friction patches out of the cache to remove the dependency on how
// the cache is organized. Remember original addrs so we can write them back
// efficiently.
Ps::prefetchLine(contactDesc.frictionPtr);
PxReal invMassScale0 = 1.f;
PxReal invMassScale1 = 1.f;
PxReal invInertiaScale0 = 1.f;
PxReal invInertiaScale1 = 1.f;
bool hasMaxImpulse = false, hasTargetVelocity = false;
PxU32 numContacts = extractContacts(buffer, output, hasMaxImpulse, hasTargetVelocity, invMassScale0, invMassScale1,
invInertiaScale0, invInertiaScale1, PxMin(contactDesc.data0->maxContactImpulse, contactDesc.data1->maxContactImpulse));
if(numContacts == 0)
{
contactDesc.frictionPtr = NULL;
contactDesc.frictionCount = 0;
return true;
}
Ps::prefetchLine(contactDesc.body0);
Ps::prefetchLine(contactDesc.body1);
Ps::prefetchLine(contactDesc.data0);
Ps::prefetchLine(contactDesc.data1);
CorrelationBuffer& c = threadContext.mCorrelationBuffer;
c.frictionPatchCount = 0;
c.contactPatchCount = 0;
createContactPatches(c, buffer.contacts, buffer.count, PXC_SAME_NORMAL);
PxU32 numFrictionPerPatch = PxU32(frictionType == PxFrictionType::eONE_DIRECTIONAL ? 1 : 2);
bool overflow = correlatePatches(c, buffer.contacts, contactDesc.bodyFrame0, contactDesc.bodyFrame1, PXC_SAME_NORMAL, 0, 0);
PX_UNUSED(overflow);
#if PX_CHECKED
if(overflow)
{
Ps::getFoundation().error(physx::PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__,
"Dropping contacts in solver because we exceeded limit of 32 friction patches.");
}
#endif
//PX_ASSERT(patchCount == c.frictionPatchCount);
PxU8* solverConstraint = NULL;
PxU32 solverConstraintByteSize = 0;
PxU32 axisConstraintCount = 0;
bool useExtContacts = !!((contactDesc.bodyState0 | contactDesc.bodyState1) & PxSolverContactDesc::eARTICULATION);
const bool successfulReserve = reserveBlockStreamsCoulomb(
c,
solverConstraint, numFrictionPerPatch,
solverConstraintByteSize,
axisConstraintCount,
constraintAllocator,
useExtContacts);
// initialise the work unit's ptrs to the various buffers.
contactDesc.frictionPtr = NULL;
desc.constraint = NULL;
desc.constraintLengthOver16 = 0;
contactDesc.frictionCount = 0;
// patch up the work unit with the reserved buffers and set the reserved buffer data as appropriate.
if(successfulReserve)
{
desc.constraint = solverConstraint;
output.nbContacts = Ps::to8(numContacts);
desc.constraintLengthOver16 = Ps::to16(solverConstraintByteSize/16);
//Initialise solverConstraint buffer.
if(solverConstraint)
{
bool hasFriction = false;
if(useExtContacts)
{
const PxSolverBodyData& data0 = *contactDesc.data0;
const PxSolverBodyData& data1 = *contactDesc.data1;
const SolverExtBody b0(reinterpret_cast<const void*>(contactDesc.body0), reinterpret_cast<const void*>(&data0), desc.linkIndexA);
const SolverExtBody b1(reinterpret_cast<const void*>(contactDesc.body1), reinterpret_cast<const void*>(&data1), desc.linkIndexB);
hasFriction = setupFinalizeExtSolverContactsCoulomb(buffer, c, contactDesc.bodyFrame0, contactDesc.bodyFrame1, solverConstraint,
invDtF32, bounceThresholdF32, b0, b1, numFrictionPerPatch,
invMassScale0, invInertiaScale0, invMassScale1, invInertiaScale1, contactDesc.restDistance, contactDesc.maxCCDSeparation);
}
else
{
const PxSolverBodyData& data0 = *contactDesc.data0;
const PxSolverBodyData& data1 = *contactDesc.data1;
hasFriction = setupFinalizeSolverConstraintsCoulomb(contactDesc.shapeInteraction, buffer, c, contactDesc.bodyFrame0, contactDesc.bodyFrame1, solverConstraint,
data0, data1, invDtF32, bounceThresholdF32, numFrictionPerPatch, contactDesc.hasForceThresholds, contactDesc.bodyState1 == PxSolverContactDesc::eSTATIC_BODY,
invMassScale0, invInertiaScale0, invMassScale1, invInertiaScale1, contactDesc.restDistance, contactDesc.maxCCDSeparation, solverOffsetSlop);
}
*(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize)) = 0;
*(reinterpret_cast<PxU32*>(solverConstraint + solverConstraintByteSize + 4)) = hasFriction ? 0xFFFFFFFF : 0;
}
}
return successfulReserve;
}
}
}
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