void solveContactCoulomb_BStatic(const PxSolverConstraintDesc& desc, SolverContext& /*cache*/) { PxSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angState0 = V3LoadA(b0.angularState); SolverContactCoulombHeader* firstHeader = reinterpret_cast<SolverContactCoulombHeader*>(desc.constraint); const PxU8* PX_RESTRICT last = desc.constraint + firstHeader->frictionOffset;//getConstraintLength(desc); //hopefully pointer aliasing doesn't bite. PxU8* PX_RESTRICT currPtr = desc.constraint; //const FloatV zero = FZero(); while(currPtr < last) { SolverContactCoulombHeader* PX_RESTRICT hdr = reinterpret_cast<SolverContactCoulombHeader*>(currPtr); currPtr += sizeof(SolverContactCoulombHeader); const PxU32 numNormalConstr = hdr->numNormalConstr; SolverContactPoint* PX_RESTRICT contacts = reinterpret_cast<SolverContactPoint*>(currPtr); Ps::prefetchLine(contacts); currPtr += numNormalConstr * sizeof(SolverContactPoint); PxF32* appliedImpulse = reinterpret_cast<PxF32*> ((reinterpret_cast<PxU8*>(hdr)) + hdr->frictionOffset + sizeof(SolverFrictionHeader)); Ps::prefetchLine(appliedImpulse); const Vec3V normal = hdr->getNormal(); const FloatV invMassDom0 = FLoad(hdr->dominance0); const FloatV angD0 = FLoad(hdr->angDom0); solveStaticContacts(contacts, numNormalConstr, normal, invMassDom0, angD0, linVel0, angState0, appliedImpulse); } // Write back V3StoreA(linVel0, b0.linearVelocity); V3StoreA(angState0, b0.angularState); PX_ASSERT(currPtr == last); }
void PxcFsPropagateDrivenInertiaSimd(PxcFsData& matrix, const PxcFsInertia* baseInertia, const PxReal* isf, const Mat33V* load, PxcFsScratchAllocator allocator) { typedef PxcArticulationFnsSimd<PxcArticulationFnsSimdBase> Fns; PxcSIMDSpatial IS[3]; PxcFsRow* rows = getFsRows(matrix); const PxcFsRowAux* aux = getAux(matrix); const PxcFsJointVectors* jointVectors = getJointVectors(matrix); PxcFsInertia *inertia = allocator.alloc<PxcFsInertia>(matrix.linkCount); PxMemCopy(inertia, baseInertia, matrix.linkCount*sizeof(PxcFsInertia)); for(PxU32 i=matrix.linkCount; --i>0;) { PxcFsRow& r = rows[i]; const PxcFsRowAux& a = aux[i]; const PxcFsJointVectors& jv = jointVectors[i]; Mat33V m = Fns::computeSIS(inertia[i], a.S, IS); FloatV f = FLoad(isf[i]); Mat33V D = Fns::invertSym33(Mat33V(V3ScaleAdd(load[i].col0, f, m.col0), V3ScaleAdd(load[i].col1, f, m.col1), V3ScaleAdd(load[i].col2, f, m.col2))); r.D = D; inertia[matrix.parent[i]] = Fns::addInertia(inertia[matrix.parent[i]], Fns::translateInertia(jv.parentOffset, Fns::multiplySubtract(inertia[i], D, IS, r.DSI))); } getRootInverseInertia(matrix) = Fns::invertInertia(inertia[0]); }
bool setupFinalizeExtSolverConstraintsCoulomb(PxcNpWorkUnit& n, const ContactBuffer& buffer, const PxcCorrelationBufferCoulomb& c, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, bool /*perPointFriction*/, PxU8* workspace, PxReal invDt, PxReal bounceThreshold, PxsSolverExtBody& b0, PxsSolverExtBody& b1, PxU32 frictionCountPerPoint, PxReal invMassScale0, PxReal invInertiaScale0, PxReal invMassScale1, PxReal invInertiaScale1) { // NOTE II: the friction patches are sparse (some of them have no contact patches, and // therefore did not get written back to the cache) but the patch addresses are dense, // corresponding to valid patches PxU8* PX_RESTRICT ptr = workspace; const FloatV zero=FZero(); //KS - TODO - this should all be done in SIMD to avoid LHS const PxF32 maxPenBias0 = b0.mLinkIndex == PxcSolverConstraintDesc::NO_LINK ? b0.mBodyData->penBiasClamp : getMaxPenBias(*b0.mFsData)[b0.mLinkIndex]; const PxF32 maxPenBias1 = b1.mLinkIndex == PxcSolverConstraintDesc::NO_LINK ? b1.mBodyData->penBiasClamp : getMaxPenBias(*b1.mFsData)[b0.mLinkIndex]; const FloatV maxPen = FLoad(PxMax(maxPenBias0, maxPenBias1)/invDt); const FloatV restDistance = FLoad(n.restDistance); Ps::prefetchLine(c.contactID); Ps::prefetchLine(c.contactID, 128); bool useExtContacts = (n.flags & (PxcNpWorkUnitFlag::eARTICULATION_BODY0|PxcNpWorkUnitFlag::eARTICULATION_BODY1))!=0; const PxU32 frictionPatchCount = c.frictionPatchCount; const bool staticBody = ((n.flags & PxcNpWorkUnitFlag::eDYNAMIC_BODY1) == 0); const PxU32 pointStride = useExtContacts ? sizeof(PxcSolverContactExt) : sizeof(PxcSolverContact); const PxU32 frictionStride = useExtContacts ? sizeof(PxcSolverFrictionExt) : sizeof(PxcSolverFriction); const PxU8 pointHeaderType = Ps::to8(useExtContacts ? PXS_SC_TYPE_EXT_CONTACT : (staticBody ? PXS_SC_TYPE_STATIC_CONTACT : PXS_SC_TYPE_RB_CONTACT)); const PxU8 frictionHeaderType = Ps::to8(useExtContacts ? PXS_SC_TYPE_EXT_FRICTION : (staticBody ? PXS_SC_TYPE_STATIC_FRICTION : PXS_SC_TYPE_FRICTION)); PxReal d0 = n.dominance0 * invMassScale0; PxReal d1 = n.dominance1 * invMassScale1; PxReal angD0 = n.dominance0 * invInertiaScale0; PxReal angD1 = n.dominance1 * invInertiaScale1; 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 PxcFrictionPatchCoulomb& frictionPatch = c.frictionPatches[i]; const Vec3V normalV = Ps::aos::V3LoadU(frictionPatch.normal); const PxVec3 normal = frictionPatch.normal; const PxReal combinedRestitution = contactBase0->restitution; PxcSolverContactCoulombHeader* PX_RESTRICT header = reinterpret_cast<PxcSolverContactCoulombHeader*>(ptr); ptr += sizeof(PxcSolverContactCoulombHeader); Ps::prefetchLine(ptr, 128); Ps::prefetchLine(ptr, 256); Ps::prefetchLine(ptr, 384); header->numNormalConstr = (PxU8)contactCount; header->type = pointHeaderType; header->setRestitution(combinedRestitution); header->setDominance0(d0); header->setDominance1(d1); header->angDom0 = angD0; header->angDom1 = angD1; header->setNormal(normalV); for(PxU32 patch=c.correlationListHeads[i]; patch!=PxcCorrelationBuffer::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]; PxcSolverContactExt* PX_RESTRICT solverContact = reinterpret_cast<PxcSolverContactExt*>(p); p += pointStride; const FloatV separation = FLoad(contact.separation); PxVec3 ra = contact.point - bodyFrame0.p; PxVec3 rb = contact.point - bodyFrame1.p; Vec3V targetVel = V3LoadU(contact.targetVel); const FloatV maxImpulse = FLoad(contact.maxImpulse); solverContact->scaledBiasX_targetVelocityY_maxImpulseZ = V3Merge(FMax(maxPen, FSub(separation, restDistance)), V3Dot(normalV,targetVel), maxImpulse); //TODO - should we do cross only in vector land and then store. Could cause a LHS but probably no worse than //what we already have (probably has a LHS from converting from vector to scalar above) const PxVec3 raXn = ra.cross(normal); const PxVec3 rbXn = rb.cross(normal); Cm::SpatialVector deltaV0, deltaV1; PxReal unitResponse = getImpulseResponse(b0, Cm::SpatialVector(normal, raXn), deltaV0, d0, angD0, b1, Cm::SpatialVector(-normal, -rbXn), deltaV1, d1, angD1); const PxReal vrel = b0.projectVelocity(normal, raXn) - b1.projectVelocity(normal, rbXn); solverContact->raXnXYZ_appliedForceW = V4SetW(Vec4V_From_Vec3V(V3LoadU(raXn)), zero); solverContact->rbXnXYZ_velMultiplierW = V4SetW(Vec4V_From_Vec3V(V3LoadU(rbXn)), zero); completeContactPoint(*solverContact, unitResponse, vrel, invDt, header->restitution, bounceThreshold); solverContact->setDeltaVA(deltaV0.linear, deltaV0.angular); solverContact->setDeltaVB(deltaV1.linear, deltaV1.angular); } ptr = p; } } //construct all the frictions PxU8* PX_RESTRICT ptr2 = workspace; const PxF32 orthoThreshold = 0.70710678f; const PxF32 eps = 0.00001f; bool hasFriction = false; for(PxU32 i=0;i< frictionPatchCount;i++) { const PxU32 contactCount = c.frictionPatchContactCounts[i]; if(contactCount == 0) continue; PxcSolverContactCoulombHeader* header = reinterpret_cast<PxcSolverContactCoulombHeader*>(ptr2); header->frictionOffset = PxU16(ptr - ptr2); ptr2 += sizeof(PxcSolverContactCoulombHeader) + header->numNormalConstr * pointStride; PxVec3 normal = c.frictionPatches[i].normal; const Gu::ContactPoint* contactBase0 = buffer.contacts + c.contactPatches[c.correlationListHeads[i]].start; const PxReal staticFriction = contactBase0->staticFriction; const PxU32 disableStrongFriction = contactBase0->internalFaceIndex1 & PxMaterialFlag::eDISABLE_FRICTION; const bool haveFriction = (disableStrongFriction == 0); PxcSolverFrictionHeader* frictionHeader = (PxcSolverFrictionHeader*)ptr; frictionHeader->numNormalConstr = Ps::to8(c.frictionPatchContactCounts[i]); frictionHeader->numFrictionConstr = Ps::to8(haveFriction ? c.frictionPatches[i].numConstraints : 0); ptr += sizeof(PxcSolverFrictionHeader); ptr += frictionHeader->getAppliedForcePaddingSize(c.frictionPatchContactCounts[i]); Ps::prefetchLine(ptr, 128); Ps::prefetchLine(ptr, 256); Ps::prefetchLine(ptr, 384); const PxVec3 t0Fallback1(0.f, -normal.z, normal.y); const PxVec3 t0Fallback2(-normal.y, normal.x, 0.f) ; const PxVec3 tFallback1 = orthoThreshold > PxAbs(normal.x) ? t0Fallback1 : t0Fallback2; const PxVec3 vrel = b0.getLinVel() - b1.getLinVel(); const PxVec3 t0_ = vrel - normal * (normal.dot(vrel)); const PxReal sqDist = t0_.dot(t0_); const PxVec3 tDir0 = (sqDist > eps ? t0_: tFallback1).getNormalized(); const PxVec3 tDir1 = tDir0.cross(normal); PxVec3 tFallback[2] = {tDir0, tDir1}; PxU32 ind = 0; if(haveFriction) { hasFriction = true; frictionHeader->setStaticFriction(staticFriction); frictionHeader->setDominance0(n.dominance0); frictionHeader->setDominance1(n.dominance1); frictionHeader->angDom0 = angD0; frictionHeader->angDom1 = angD1; frictionHeader->type = frictionHeaderType; PxU32 totalPatchContactCount = 0; for(PxU32 patch=c.correlationListHeads[i]; patch!=PxcCorrelationBuffer::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++) { const PxU32 contactId = totalPatchContactCount + j; const Gu::ContactPoint& contact = contactBase[j]; const PxVec3 ra = contact.point - bodyFrame0.p; const PxVec3 rb = contact.point - bodyFrame1.p; for(PxU32 k = 0; k < frictionCountPerPoint; ++k) { PxcSolverFrictionExt* PX_RESTRICT f0 = reinterpret_cast<PxcSolverFrictionExt*>(p); p += frictionStride; f0->contactIndex = contactId; PxVec3 t0 = tFallback[ind]; ind = 1 - ind; PxVec3 raXn = ra.cross(t0); PxVec3 rbXn = rb.cross(t0); Cm::SpatialVector deltaV0, deltaV1; PxReal unitResponse = getImpulseResponse(b0, Cm::SpatialVector(t0, raXn), deltaV0, d0, angD0, b1, Cm::SpatialVector(-t0, -rbXn), deltaV1, d1, angD1); f0->setVelMultiplier(FLoad(unitResponse>0.0f ? 1.f/unitResponse : 0.0f)); f0->setRaXn(raXn); f0->setRbXn(rbXn); f0->setNormal(t0); f0->setAppliedForce(0.0f); f0->setDeltaVA(deltaV0.linear, deltaV0.angular); f0->setDeltaVB(deltaV1.linear, deltaV1.angular); } } totalPatchContactCount += c.contactPatches[patch].count; ptr = p; } } } //PX_ASSERT(ptr - workspace == n.solverConstraintSize); return hasFriction; }
bool setupFinalizeExtSolverContactsCoulomb( const ContactBuffer& buffer, const CorrelationBuffer& c, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxU8* workspace, PxReal invDt, PxReal bounceThresholdF32, const SolverExtBody& b0, const SolverExtBody& b1, PxU32 frictionCountPerPoint, PxReal invMassScale0, PxReal invInertiaScale0, PxReal invMassScale1, PxReal invInertiaScale1, PxReal restDist, PxReal ccdMaxDistance) { // NOTE II: the friction patches are sparse (some of them have no contact patches, and // therefore did not get written back to the cache) but the patch addresses are dense, // corresponding to valid patches const FloatV ccdMaxSeparation = FLoad(ccdMaxDistance); PxU8* PX_RESTRICT ptr = workspace; //KS - TODO - this should all be done in SIMD to avoid LHS const PxF32 maxPenBias0 = b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK ? b0.mBodyData->penBiasClamp : getMaxPenBias(*b0.mFsData)[b0.mLinkIndex]; const PxF32 maxPenBias1 = b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK ? b1.mBodyData->penBiasClamp : getMaxPenBias(*b1.mFsData)[b1.mLinkIndex]; const FloatV maxPenBias = FLoad(PxMax(maxPenBias0, maxPenBias1)/invDt); const FloatV restDistance = FLoad(restDist); const FloatV bounceThreshold = FLoad(bounceThresholdF32); const FloatV invDtV = FLoad(invDt); const FloatV pt8 = FLoad(0.8f); const FloatV invDtp8 = FMul(invDtV, pt8); Ps::prefetchLine(c.contactID); Ps::prefetchLine(c.contactID, 128); const PxU32 frictionPatchCount = c.frictionPatchCount; const PxU32 pointStride = sizeof(SolverContactPointExt); const PxU32 frictionStride = sizeof(SolverContactFrictionExt); const PxU8 pointHeaderType = DY_SC_TYPE_EXT_CONTACT; const PxU8 frictionHeaderType = DY_SC_TYPE_EXT_FRICTION; PxReal d0 = invMassScale0; PxReal d1 = invMassScale1; PxReal angD0 = invInertiaScale0; PxReal angD1 = invInertiaScale1; PxU8 flags = 0; 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 normalV = Ps::aos::V3LoadA(contactBase0->normal); const Vec3V normal = V3LoadA(contactBase0->normal); const PxReal combinedRestitution = contactBase0->restitution; SolverContactCoulombHeader* PX_RESTRICT header = reinterpret_cast<SolverContactCoulombHeader*>(ptr); ptr += sizeof(SolverContactCoulombHeader); Ps::prefetchLine(ptr, 128); Ps::prefetchLine(ptr, 256); Ps::prefetchLine(ptr, 384); const FloatV restitution = FLoad(combinedRestitution); header->numNormalConstr = PxU8(contactCount); header->type = pointHeaderType; //header->setRestitution(combinedRestitution); header->setDominance0(d0); header->setDominance1(d1); header->angDom0 = angD0; header->angDom1 = angD1; header->flags = flags; header->setNormal(normalV); 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]; SolverContactPointExt* PX_RESTRICT solverContact = reinterpret_cast<SolverContactPointExt*>(p); p += pointStride; setupExtSolverContact(b0, b1, d0, d1, angD0, angD1, bodyFrame0, bodyFrame1, normal, invDtV, invDtp8, restDistance, maxPenBias, restitution, bounceThreshold, contact, *solverContact, ccdMaxSeparation); } ptr = p; } } //construct all the frictions PxU8* PX_RESTRICT ptr2 = workspace; const PxF32 orthoThreshold = 0.70710678f; const PxF32 eps = 0.00001f; bool hasFriction = false; for(PxU32 i=0;i< frictionPatchCount;i++) { const PxU32 contactCount = c.frictionPatchContactCounts[i]; if(contactCount == 0) continue; SolverContactCoulombHeader* header = reinterpret_cast<SolverContactCoulombHeader*>(ptr2); header->frictionOffset = PxU16(ptr - ptr2); ptr2 += sizeof(SolverContactCoulombHeader) + header->numNormalConstr * pointStride; const Gu::ContactPoint* contactBase0 = buffer.contacts + c.contactPatches[c.correlationListHeads[i]].start; PxVec3 normal = contactBase0->normal; 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] * frictionCountPerPoint : 0); frictionHeader->flags = flags; ptr += sizeof(SolverFrictionHeader); PxF32* forceBuffer = reinterpret_cast<PxF32*>(ptr); ptr += frictionHeader->getAppliedForcePaddingSize(c.frictionPatchContactCounts[i]); PxMemZero(forceBuffer, sizeof(PxF32) * c.frictionPatchContactCounts[i]); Ps::prefetchLine(ptr, 128); Ps::prefetchLine(ptr, 256); Ps::prefetchLine(ptr, 384); const PxVec3 t0Fallback1(0.f, -normal.z, normal.y); const PxVec3 t0Fallback2(-normal.y, normal.x, 0.f) ; const PxVec3 tFallback1 = orthoThreshold > PxAbs(normal.x) ? t0Fallback1 : t0Fallback2; const PxVec3 vrel = b0.getLinVel() - b1.getLinVel(); const PxVec3 t0_ = vrel - normal * (normal.dot(vrel)); const PxReal sqDist = t0_.dot(t0_); const PxVec3 tDir0 = (sqDist > eps ? t0_: tFallback1).getNormalized(); const PxVec3 tDir1 = tDir0.cross(normal); PxVec3 tFallback[2] = {tDir0, tDir1}; PxU32 ind = 0; if(haveFriction) { hasFriction = true; frictionHeader->setStaticFriction(staticFriction); frictionHeader->invMass0D0 = d0; frictionHeader->invMass1D1 = d1; frictionHeader->angDom0 = angD0; frictionHeader->angDom1 = angD1; 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++) { const Gu::ContactPoint& contact = contactBase[j]; const PxVec3 ra = contact.point - bodyFrame0.p; const PxVec3 rb = contact.point - bodyFrame1.p; const PxVec3 targetVel = contact.targetVel; const PxVec3 pVRa = b0.getLinVel() + b0.getAngVel().cross(ra); const PxVec3 pVRb = b1.getLinVel() + b1.getAngVel().cross(rb); //const PxVec3 vrel = pVRa - pVRb; for(PxU32 k = 0; k < frictionCountPerPoint; ++k) { SolverContactFrictionExt* PX_RESTRICT f0 = reinterpret_cast<SolverContactFrictionExt*>(p); p += frictionStride; PxVec3 t0 = tFallback[ind]; ind = 1 - ind; PxVec3 raXn = ra.cross(t0); PxVec3 rbXn = rb.cross(t0); Cm::SpatialVector deltaV0, deltaV1; const Cm::SpatialVector resp0 = createImpulseResponseVector(t0, raXn, b0); const Cm::SpatialVector resp1 = createImpulseResponseVector(-t0, -rbXn, b1); PxReal unitResponse = getImpulseResponse(b0, resp0, deltaV0, d0, angD0, b1, resp1, deltaV1, d1, angD1); PxReal tv = targetVel.dot(t0); if(b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK) tv += pVRa.dot(t0); else if(b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK) tv -= pVRb.dot(t0); f0->setVelMultiplier(FLoad(unitResponse>0.0f ? 1.f/unitResponse : 0.0f)); f0->setRaXn(resp0.angular); f0->setRbXn(-resp1.angular); f0->targetVel = tv; f0->setNormal(t0); f0->setAppliedForce(0.0f); f0->linDeltaVA = V3LoadA(deltaV0.linear); f0->angDeltaVA = V3LoadA(deltaV0.angular); f0->linDeltaVB = V3LoadA(deltaV1.linear); f0->angDeltaVB = V3LoadA(deltaV1.angular); } } totalPatchContactCount += c.contactPatches[patch].count; ptr = p; } } } //PX_ASSERT(ptr - workspace == n.solverConstraintSize); return hasFriction; }
void solveFriction_BStatic(const PxcSolverConstraintDesc& desc, PxcSolverContext& /*cache*/) { PxcSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angVel0 = V3LoadA(b0.angularVelocity); const PxU8* PX_RESTRICT currPtr = desc.constraint; const PxU8* PX_RESTRICT last = currPtr + getConstraintLength(desc); //hopefully pointer aliasing doesn't bite. //PxVec3 l0, a0; //PxVec3_From_Vec3V(linVel0, l0); //PxVec3_From_Vec3V(angVel0, a0); //PX_ASSERT(l0.isFinite()); //PX_ASSERT(a0.isFinite()); while(currPtr < last) { const PxcSolverFrictionHeader* PX_RESTRICT frictionHeader = (PxcSolverFrictionHeader*)currPtr; const PxU32 numFrictionConstr = frictionHeader->numFrictionConstr; currPtr +=sizeof(PxcSolverFrictionHeader); PxF32* appliedImpulse = (PxF32*)currPtr; currPtr +=frictionHeader->getAppliedForcePaddingSize(); PxcSolverFriction* PX_RESTRICT frictions = (PxcSolverFriction*)currPtr; currPtr += numFrictionConstr * sizeof(PxcSolverFriction); const FloatV staticFriction = frictionHeader->getStaticFriction(); for(PxU32 i=0;i<numFrictionConstr;i++) { PxcSolverFriction& f = frictions[i]; Ps::prefetchLine(&frictions[i+1]); const Vec3V t0 = Vec3V_From_Vec4V(f.normalXYZ_appliedForceW); const Vec3V raXt0 = Vec3V_From_Vec4V(f.raXnXYZ_velMultiplierW); const FloatV appliedForce = V4GetW(f.normalXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(f.raXnXYZ_velMultiplierW); const FloatV targetVel = V4GetW(f.rbXnXYZ_targetVelocityW); //const FloatV normalImpulse = contacts[f.contactIndex].getAppliedForce(); const FloatV normalImpulse = FLoad(appliedImpulse[f.contactIndex]); const FloatV maxFriction = FMul(staticFriction, normalImpulse); const FloatV nMaxFriction = FNeg(maxFriction); //Compute the normal velocity of the constraint. const FloatV t0Vel1 = V3Dot(t0, linVel0); const FloatV t0Vel2 = V3Dot(raXt0, angVel0); //const FloatV unbiasedErr = FMul(targetVel, velMultiplier); //const FloatV biasedErr = FMulAdd(targetVel, velMultiplier, nScaledBias); const FloatV t0Vel = FAdd(t0Vel1, t0Vel2); const Vec3V delAngVel0 = Vec3V_From_Vec4V(f.delAngVel0_InvMassADom); const Vec3V delLinVel0 = V3Scale(t0, V4GetW(f.delAngVel0_InvMassADom)); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate //FloatV deltaF = FSub(scaledBias, FMul(t0Vel, velMultiplier));//FNeg(FMul(t0Vel, velMultiplier)); //FloatV deltaF = FMul(t0Vel, velMultiplier); //FloatV newForce = FMulAdd(t0Vel, velMultiplier, appliedForce); const FloatV tmp = FNegMulSub(targetVel,velMultiplier,appliedForce); FloatV newForce = FMulAdd(t0Vel, velMultiplier, tmp); newForce = FClamp(newForce, nMaxFriction, maxFriction); const FloatV deltaF = FSub(newForce, appliedForce); linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0); angVel0 = V3ScaleAdd(delAngVel0, deltaF, angVel0); f.setAppliedForce(newForce); } } //PxVec3_From_Vec3V(linVel0, l0); //PxVec3_From_Vec3V(angVel0, a0); //PX_ASSERT(l0.isFinite()); //PX_ASSERT(a0.isFinite()); // Write back V3StoreU(linVel0, b0.linearVelocity); V3StoreU(angVel0, b0.angularVelocity); PX_ASSERT(currPtr == last); }
void solveContactCoulomb_BStatic(const PxcSolverConstraintDesc& desc, PxcSolverContext& /*cache*/) { PxcSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angVel0 = V3LoadA(b0.angularVelocity); PxcSolverContactCoulombHeader* firstHeader = (PxcSolverContactCoulombHeader*)desc.constraint; const PxU8* PX_RESTRICT last = desc.constraint + firstHeader->frictionOffset;//getConstraintLength(desc); //hopefully pointer aliasing doesn't bite. const PxU8* PX_RESTRICT currPtr = desc.constraint; const FloatV zero = FZero(); while(currPtr < last) { PxcSolverContactCoulombHeader* PX_RESTRICT hdr = (PxcSolverContactCoulombHeader*)currPtr; currPtr += sizeof(PxcSolverContactCoulombHeader); const PxU32 numNormalConstr = hdr->numNormalConstr; PxcSolverContact* PX_RESTRICT contacts = (PxcSolverContact*)currPtr; Ps::prefetchLine(contacts); currPtr += numNormalConstr * sizeof(PxcSolverContact); PxF32* appliedImpulse = (PxF32*) (((PxU8*)hdr) + hdr->frictionOffset + sizeof(PxcSolverFrictionHeader)); Ps::prefetchLine(appliedImpulse); const Vec3V normal = hdr->getNormal(); const FloatV invMassDom0 = FLoad(hdr->dominance0); FloatV normalVel1 = V3Dot(normal, linVel0); const Vec3V delLinVel0 = V3Scale(normal, invMassDom0); FloatV accumDeltaF = zero; //FloatV accumImpulse = zero; for(PxU32 i=0;i<numNormalConstr;i++) { PxcSolverContact& c = contacts[i]; Ps::prefetchLine(&contacts[i+1]); //const Vec4V normalXYZ_velMultiplierW = c.normalXYZ_velMultiplierW; const Vec4V raXnXYZ_appliedForceW = c.raXnXYZ_appliedForceW; const Vec4V rbXnXYZ_velMultiplierW = c.rbXnXYZ_velMultiplierW; //const Vec3V normal = c.normal; //const Vec3V normal = Vec3V_From_Vec4V(normalXYZ_velMultiplierW); const Vec3V raXn = Vec3V_From_Vec4V(raXnXYZ_appliedForceW); const FloatV appliedForce = V4GetW(raXnXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(rbXnXYZ_velMultiplierW); //const FloatV velMultiplier = V4GetW(normalXYZ_velMultiplierW); const Vec3V delAngVel0 = Vec3V_From_Vec4V(c.delAngVel0_InvMassADom); const FloatV targetVel = c.getTargetVelocity(); const FloatV nScaledBias = FNeg(c.getScaledBias()); const FloatV maxImpulse = c.getMaxImpulse(); //Compute the normal velocity of the constraint. //const FloatV normalVel1 = V3Dot(normal, linVel0); const FloatV normalVel2 = V3Dot(raXn, angVel0); const FloatV normalVel = FAdd(normalVel1, normalVel2); //const FloatV unbiasedErr = FMul(targetVel, velMultiplier); const FloatV biasedErr = FMulAdd(targetVel, velMultiplier, nScaledBias); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate const FloatV _deltaF = FMax(FNegMulSub(normalVel, velMultiplier, biasedErr), FNeg(appliedForce)); const FloatV _newForce = FAdd(appliedForce, _deltaF); const FloatV newForce = FMin(_newForce, maxImpulse); const FloatV deltaF = FSub(newForce, appliedForce); //linVel0 = V3MulAdd(delLinVel0, deltaF, linVel0); normalVel1 = FScaleAdd(invMassDom0, deltaF, normalVel1); angVel0 = V3ScaleAdd(delAngVel0, deltaF, angVel0); accumDeltaF = FAdd(accumDeltaF, deltaF); c.setAppliedForce(newForce); Ps::aos::FStore(newForce, &appliedImpulse[i]); Ps::prefetchLine(&appliedImpulse[i], 128); //accumImpulse = FAdd(accumImpulse, newAppliedForce); } linVel0 = V3ScaleAdd(delLinVel0, accumDeltaF, linVel0); //hdr->setAccumlatedForce(accumImpulse); } // Write back V3StoreU(linVel0, b0.linearVelocity); V3StoreU(angVel0, b0.angularVelocity); PX_ASSERT(currPtr == last); }
void setupFinalizeExtSolverContacts( const ContactPoint* buffer, const CorrelationBuffer& c, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxU8* workspace, const SolverExtBody& b0, const SolverExtBody& b1, const PxReal invDtF32, PxReal bounceThresholdF32, PxReal invMassScale0, PxReal invInertiaScale0, PxReal invMassScale1, PxReal invInertiaScale1, const PxReal restDist, PxU8* frictionDataPtr, PxReal ccdMaxContactDist) { // NOTE II: the friction patches are sparse (some of them have no contact patches, and // therefore did not get written back to the cache) but the patch addresses are dense, // corresponding to valid patches /*const bool haveFriction = PX_IR(n.staticFriction) > 0 || PX_IR(n.dynamicFriction) > 0;*/ const FloatV ccdMaxSeparation = FLoad(ccdMaxContactDist); PxU8* PX_RESTRICT ptr = workspace; const FloatV zero=FZero(); //KS - TODO - this should all be done in SIMD to avoid LHS const PxF32 maxPenBias0 = b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK ? b0.mBodyData->penBiasClamp : getMaxPenBias(*b0.mFsData)[b0.mLinkIndex]; const PxF32 maxPenBias1 = b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK ? b1.mBodyData->penBiasClamp : getMaxPenBias(*b1.mFsData)[b1.mLinkIndex]; const FloatV maxPenBias = FLoad(PxMax(maxPenBias0, maxPenBias1)); const PxReal d0 = invMassScale0; const PxReal d1 = invMassScale1; const PxReal angD0 = invInertiaScale0; const PxReal angD1 = invInertiaScale1; Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = V4Zero(); staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(d0)); staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(d1)); const FloatV restDistance = FLoad(restDist); PxU32 frictionPatchWritebackAddrIndex = 0; PxU32 contactWritebackCount = 0; Ps::prefetchLine(c.contactID); Ps::prefetchLine(c.contactID, 128); const FloatV invDt = FLoad(invDtF32); const FloatV p8 = FLoad(0.8f); const FloatV bounceThreshold = FLoad(bounceThresholdF32); const FloatV invDtp8 = FMul(invDt, p8); PxU8 flags = 0; for(PxU32 i=0;i<c.frictionPatchCount;i++) { PxU32 contactCount = c.frictionPatchContactCounts[i]; if(contactCount == 0) continue; const FrictionPatch& frictionPatch = c.frictionPatches[i]; PX_ASSERT(frictionPatch.anchorCount <= 2); //0==anchorCount is allowed if all the contacts in the manifold have a large offset. const Gu::ContactPoint* contactBase0 = buffer + c.contactPatches[c.correlationListHeads[i]].start; const PxReal combinedRestitution = contactBase0->restitution; const PxReal staticFriction = contactBase0->staticFriction; const PxReal dynamicFriction = contactBase0->dynamicFriction; const bool disableStrongFriction = !!(contactBase0->materialFlags & PxMaterialFlag::eDISABLE_FRICTION); staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(staticFriction)); staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W=V4SetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W, FLoad(dynamicFriction)); SolverContactHeader* PX_RESTRICT header = reinterpret_cast<SolverContactHeader*>(ptr); ptr += sizeof(SolverContactHeader); Ps::prefetchLine(ptr + 128); Ps::prefetchLine(ptr + 256); Ps::prefetchLine(ptr + 384); const bool haveFriction = (disableStrongFriction == 0) ;//PX_IR(n.staticFriction) > 0 || PX_IR(n.dynamicFriction) > 0; header->numNormalConstr = Ps::to8(contactCount); header->numFrictionConstr = Ps::to8(haveFriction ? frictionPatch.anchorCount*2 : 0); header->type = Ps::to8(DY_SC_TYPE_EXT_CONTACT); header->flags = flags; const FloatV restitution = FLoad(combinedRestitution); header->staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W = staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W; header->angDom0 = angD0; header->angDom1 = angD1; const PxU32 pointStride = sizeof(SolverContactPointExt); const PxU32 frictionStride = sizeof(SolverContactFrictionExt); const Vec3V normal = V3LoadU(buffer[c.contactPatches[c.correlationListHeads[i]].start].normal); header->normal = normal; 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 + c.contactPatches[patch].start; PxU8* p = ptr; for(PxU32 j=0;j<count;j++) { const Gu::ContactPoint& contact = contactBase[j]; SolverContactPointExt* PX_RESTRICT solverContact = reinterpret_cast<SolverContactPointExt*>(p); p += pointStride; setupExtSolverContact(b0, b1, d0, d1, angD0, angD1, bodyFrame0, bodyFrame1, normal, invDt, invDtp8, restDistance, maxPenBias, restitution, bounceThreshold, contact, *solverContact, ccdMaxSeparation); } ptr = p; } contactWritebackCount += contactCount; PxF32* forceBuffer = reinterpret_cast<PxF32*>(ptr); PxMemZero(forceBuffer, sizeof(PxF32) * contactCount); ptr += sizeof(PxF32) * ((contactCount + 3) & (~3)); header->broken = 0; if(haveFriction) { //const Vec3V normal = Vec3V_From_PxVec3(buffer.contacts[c.contactPatches[c.correlationListHeads[i]].start].normal); PxVec3 normalS = buffer[c.contactPatches[c.correlationListHeads[i]].start].normal; PxVec3 t0, t1; computeFrictionTangents(b0.getLinVel() - b1.getLinVel(), normalS, t0, t1); Vec3V vT0 = V3LoadU(t0); Vec3V vT1 = V3LoadU(t1); //We want to set the writeBack ptr to point to the broken flag of the friction patch. //On spu we have a slight problem here because the friction patch array is //in local store rather than in main memory. The good news is that the address of the friction //patch array in main memory is stored in the work unit. These two addresses will be equal //except on spu where one is local store memory and the other is the effective address in main memory. //Using the value stored in the work unit guarantees that the main memory address is used on all platforms. PxU8* PX_RESTRICT writeback = frictionDataPtr + frictionPatchWritebackAddrIndex*sizeof(FrictionPatch); header->frictionBrokenWritebackByte = writeback; for(PxU32 j = 0; j < frictionPatch.anchorCount; j++) { SolverContactFrictionExt* PX_RESTRICT f0 = reinterpret_cast<SolverContactFrictionExt*>(ptr); ptr += frictionStride; SolverContactFrictionExt* PX_RESTRICT f1 = reinterpret_cast<SolverContactFrictionExt*>(ptr); ptr += frictionStride; PxVec3 ra = bodyFrame0.q.rotate(frictionPatch.body0Anchors[j]); PxVec3 rb = bodyFrame1.q.rotate(frictionPatch.body1Anchors[j]); PxVec3 error = (ra + bodyFrame0.p) - (rb + bodyFrame1.p); { const PxVec3 raXn = ra.cross(t0); const PxVec3 rbXn = rb.cross(t0); Cm::SpatialVector deltaV0, deltaV1; const Cm::SpatialVector resp0 = createImpulseResponseVector(t0, raXn, b0); const Cm::SpatialVector resp1 = createImpulseResponseVector(-t1, -rbXn, b1); FloatV resp = FLoad(getImpulseResponse(b0, resp0, deltaV0, d0, angD0, b1, resp1, deltaV1, d1, angD1)); const FloatV velMultiplier = FSel(FIsGrtr(resp, zero), FMul(p8, FRecip(resp)), zero); PxU32 index = c.contactPatches[c.correlationListHeads[i]].start; PxF32 targetVel = buffer[index].targetVel.dot(t0); if(b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVel -= b0.projectVelocity(t0, raXn); else if(b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVel += b1.projectVelocity(t0, rbXn); f0->normalXYZ_appliedForceW = V4SetW(vT0, zero); f0->raXnXYZ_velMultiplierW = V4SetW(V4LoadA(&resp0.angular.x), velMultiplier); f0->rbXnXYZ_biasW = V4SetW(V4Neg(V4LoadA(&resp1.angular.x)), FLoad(t0.dot(error) * invDtF32)); f0->linDeltaVA = V3LoadA(deltaV0.linear); f0->angDeltaVA = V3LoadA(deltaV0.angular); f0->linDeltaVB = V3LoadA(deltaV1.linear); f0->angDeltaVB = V3LoadA(deltaV1.angular); f0->targetVel = targetVel; } { const PxVec3 raXn = ra.cross(t1); const PxVec3 rbXn = rb.cross(t1); Cm::SpatialVector deltaV0, deltaV1; const Cm::SpatialVector resp0 = createImpulseResponseVector(t1, raXn, b0); const Cm::SpatialVector resp1 = createImpulseResponseVector(-t1, -rbXn, b1); FloatV resp = FLoad(getImpulseResponse(b0, resp0, deltaV0, d0, angD0, b1, resp1, deltaV1, d1, angD1)); const FloatV velMultiplier = FSel(FIsGrtr(resp, zero), FMul(p8, FRecip(resp)), zero); PxU32 index = c.contactPatches[c.correlationListHeads[i]].start; PxF32 targetVel = buffer[index].targetVel.dot(t0); if(b0.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVel -= b0.projectVelocity(t1, raXn); else if(b1.mLinkIndex == PxSolverConstraintDesc::NO_LINK) targetVel += b1.projectVelocity(t1, rbXn); f1->normalXYZ_appliedForceW = V4SetW(vT1, zero); f1->raXnXYZ_velMultiplierW = V4SetW(V4LoadA(&resp0.angular.x), velMultiplier); f1->rbXnXYZ_biasW = V4SetW(V4Neg(V4LoadA(&resp1.angular.x)), FLoad(t1.dot(error) * invDtF32)); f1->linDeltaVA = V3LoadA(deltaV0.linear); f1->angDeltaVA = V3LoadA(deltaV0.angular); f1->linDeltaVB = V3LoadA(deltaV1.linear); f1->angDeltaVB = V3LoadA(deltaV1.angular); f1->targetVel = targetVel; } } } frictionPatchWritebackAddrIndex++; } }
bool pcmContactCapsuleConvex(GU_CONTACT_METHOD_ARGS) { PX_UNUSED(renderOutput); const PxConvexMeshGeometryLL& shapeConvex = shape1.get<const PxConvexMeshGeometryLL>(); const PxCapsuleGeometry& shapeCapsule = shape0.get<const PxCapsuleGeometry>(); PersistentContactManifold& manifold = cache.getManifold(); Ps::prefetchLine(shapeConvex.hullData); PX_ASSERT(transform1.q.isSane()); PX_ASSERT(transform0.q.isSane()); const Vec3V zeroV = V3Zero(); const Vec3V vScale = V3LoadU_SafeReadW(shapeConvex.scale.scale); // PT: safe because 'rotation' follows 'scale' in PxMeshScale const FloatV contactDist = FLoad(params.mContactDistance); const FloatV capsuleHalfHeight = FLoad(shapeCapsule.halfHeight); const FloatV capsuleRadius = FLoad(shapeCapsule.radius); const ConvexHullData* hullData =shapeConvex.hullData; //Transfer A into the local space of B const PsTransformV transf0 = loadTransformA(transform0); const PsTransformV transf1 = loadTransformA(transform1); const PsTransformV curRTrans(transf1.transformInv(transf0)); const PsMatTransformV aToB(curRTrans); const FloatV convexMargin = Gu::CalculatePCMConvexMargin(hullData, vScale); const FloatV capsuleMinMargin = Gu::CalculateCapsuleMinMargin(capsuleRadius); const FloatV minMargin = FMin(convexMargin, capsuleMinMargin); const PxU32 initialContacts = manifold.mNumContacts; const FloatV projectBreakingThreshold = FMul(minMargin, FLoad(1.25f)); const FloatV refreshDist = FAdd(contactDist, capsuleRadius); manifold.refreshContactPoints(aToB, projectBreakingThreshold, refreshDist); //ML: after refreshContactPoints, we might lose some contacts const bool bLostContacts = (manifold.mNumContacts != initialContacts); GjkStatus status = manifold.mNumContacts > 0 ? GJK_UNDEFINED : GJK_NON_INTERSECT; Vec3V closestA(zeroV), closestB(zeroV), normal(zeroV); // from a to b const FloatV zero = FZero(); FloatV penDep = zero; PX_UNUSED(bLostContacts); if(bLostContacts || manifold.invalidate_SphereCapsule(curRTrans, minMargin)) { const bool idtScale = shapeConvex.scale.isIdentity(); manifold.setRelativeTransform(curRTrans); const QuatV vQuat = QuatVLoadU(&shapeConvex.scale.rotation.x); ConvexHullV convexHull(hullData, zeroV, vScale, vQuat, idtScale); convexHull.setMargin(zero); //transform capsule(a) into the local space of convexHull(b) CapsuleV capsule(aToB.p, aToB.rotate(V3Scale(V3UnitX(), capsuleHalfHeight)), capsuleRadius); LocalConvex<CapsuleV> convexA(capsule); const Vec3V initialSearchDir = V3Sub(capsule.getCenter(), convexHull.getCenter()); if(idtScale) { LocalConvex<ConvexHullNoScaleV> convexB(*PX_CONVEX_TO_NOSCALECONVEX(&convexHull)); status = gjkPenetration<LocalConvex<CapsuleV>, LocalConvex<ConvexHullNoScaleV> >(convexA, convexB, initialSearchDir, contactDist, closestA, closestB, normal, penDep, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, true); } else { LocalConvex<ConvexHullV> convexB(convexHull); status = gjkPenetration<LocalConvex<CapsuleV>, LocalConvex<ConvexHullV> >(convexA, convexB, initialSearchDir, contactDist, closestA, closestB, normal, penDep, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, true); } Gu::PersistentContact* manifoldContacts = PX_CP_TO_PCP(contactBuffer.contacts); bool doOverlapTest = false; if(status == GJK_NON_INTERSECT) { return false; } else if(status == GJK_DEGENERATE) { return fullContactsGenerationCapsuleConvex(capsule, convexHull, aToB, transf0, transf1, manifoldContacts, contactBuffer, idtScale, manifold, normal, closestB, convexHull.getMargin(), contactDist, true, renderOutput, FLoad(params.mToleranceLength)); } else { const FloatV replaceBreakingThreshold = FMul(minMargin, FLoad(0.05f)); if(status == GJK_CONTACT) { const Vec3V localPointA = aToB.transformInv(closestA);//curRTrans.transformInv(closestA); const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(normal), penDep); //Add contact to contact stream manifoldContacts[0].mLocalPointA = localPointA; manifoldContacts[0].mLocalPointB = closestB; manifoldContacts[0].mLocalNormalPen = localNormalPen; //Add contact to manifold manifold.addManifoldPoint2(localPointA, closestB, localNormalPen, replaceBreakingThreshold); } else { PX_ASSERT(status == EPA_CONTACT); if(idtScale) { LocalConvex<ConvexHullNoScaleV> convexB(*PX_CONVEX_TO_NOSCALECONVEX(&convexHull)); status= Gu::epaPenetration(convexA, convexB, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, closestA, closestB, normal, penDep, true); } else { LocalConvex<ConvexHullV> convexB(convexHull); status= Gu::epaPenetration(convexA, convexB, manifold.mAIndice, manifold.mBIndice, manifold.mNumWarmStartPoints, closestA, closestB, normal, penDep, true); } if(status == EPA_CONTACT) { const Vec3V localPointA = aToB.transformInv(closestA);//curRTrans.transformInv(closestA); const Vec4V localNormalPen = V4SetW(Vec4V_From_Vec3V(normal), penDep); //Add contact to contact stream manifoldContacts[0].mLocalPointA = localPointA; manifoldContacts[0].mLocalPointB = closestB; manifoldContacts[0].mLocalNormalPen = localNormalPen; //Add contact to manifold manifold.addManifoldPoint2(localPointA, closestB, localNormalPen, replaceBreakingThreshold); } else { doOverlapTest = true; } } if(initialContacts == 0 || bLostContacts || doOverlapTest) { return fullContactsGenerationCapsuleConvex(capsule, convexHull, aToB, transf0, transf1, manifoldContacts, contactBuffer, idtScale, manifold, normal, closestB, convexHull.getMargin(), contactDist, doOverlapTest, renderOutput, FLoad(params.mToleranceLength)); } else { //This contact is either come from GJK or EPA normal = transf1.rotate(normal); manifold.addManifoldContactsToContactBuffer(contactBuffer, normal, transf0, capsuleRadius, contactDist); #if PCM_LOW_LEVEL_DEBUG manifold.drawManifold(*renderOutput, transf0, transf1); #endif return true; } } } else if (manifold.getNumContacts() > 0) { normal = manifold.getWorldNormal(transf1); manifold.addManifoldContactsToContactBuffer(contactBuffer, normal, transf0, capsuleRadius, contactDist); #if PCM_LOW_LEVEL_DEBUG manifold.drawManifold(*renderOutput, transf0, transf1); #endif return true; } return false; }
void solveFriction_BStatic(const PxSolverConstraintDesc& desc, SolverContext& /*cache*/) { PxSolverBody& b0 = *desc.bodyA; Vec3V linVel0 = V3LoadA(b0.linearVelocity); Vec3V angState0 = V3LoadA(b0.angularState); PxU8* PX_RESTRICT currPtr = desc.constraint; const PxU8* PX_RESTRICT last = currPtr + getConstraintLength(desc); while(currPtr < last) { const SolverFrictionHeader* PX_RESTRICT frictionHeader = reinterpret_cast<SolverFrictionHeader*>(currPtr); const PxU32 numFrictionConstr = frictionHeader->numFrictionConstr; const PxU32 numNormalConstr = frictionHeader->numNormalConstr; const PxU32 numFrictionPerPoint = numFrictionConstr/numNormalConstr; currPtr +=sizeof(SolverFrictionHeader); PxF32* appliedImpulse = reinterpret_cast<PxF32*>(currPtr); currPtr +=frictionHeader->getAppliedForcePaddingSize(); SolverContactFriction* PX_RESTRICT frictions = reinterpret_cast<SolverContactFriction*>(currPtr); currPtr += numFrictionConstr * sizeof(SolverContactFriction); const FloatV invMass0 = FLoad(frictionHeader->invMass0D0); const FloatV angD0 = FLoad(frictionHeader->angDom0); //const FloatV angD1 = FLoad(frictionHeader->angDom1); const FloatV staticFriction = frictionHeader->getStaticFriction(); for(PxU32 i=0, j = 0;i<numFrictionConstr;j++) { for(PxU32 p = 0; p < numFrictionPerPoint; p++, i++) { SolverContactFriction& f = frictions[i]; Ps::prefetchLine(&frictions[i+1]); const Vec3V t0 = Vec3V_From_Vec4V(f.normalXYZ_appliedForceW); const Vec3V raXt0 = Vec3V_From_Vec4V(f.raXnXYZ_velMultiplierW); const FloatV appliedForce = V4GetW(f.normalXYZ_appliedForceW); const FloatV velMultiplier = V4GetW(f.raXnXYZ_velMultiplierW); const FloatV targetVel = FLoad(f.targetVel); //const FloatV normalImpulse = contacts[f.contactIndex].getAppliedForce(); const FloatV normalImpulse = FLoad(appliedImpulse[j]); const FloatV maxFriction = FMul(staticFriction, normalImpulse); const FloatV nMaxFriction = FNeg(maxFriction); //Compute the normal velocity of the constraint. const FloatV t0Vel1 = V3Dot(t0, linVel0); const FloatV t0Vel2 = V3Dot(raXt0, angState0); const FloatV t0Vel = FAdd(t0Vel1, t0Vel2); const Vec3V delangState0 = V3Scale(raXt0, angD0); const Vec3V delLinVel0 = V3Scale(t0, invMass0); // still lots to do here: using loop pipelining we can interweave this code with the // above - the code here has a lot of stalls that we would thereby eliminate const FloatV tmp = FNegScaleSub(targetVel,velMultiplier,appliedForce); FloatV newForce = FScaleAdd(t0Vel, velMultiplier, tmp); newForce = FClamp(newForce, nMaxFriction, maxFriction); const FloatV deltaF = FSub(newForce, appliedForce); linVel0 = V3ScaleAdd(delLinVel0, deltaF, linVel0); angState0 = V3ScaleAdd(delangState0, deltaF, angState0); f.setAppliedForce(newForce); } } } // Write back V3StoreA(linVel0, b0.linearVelocity); V3StoreA(angState0, b0.angularState); PX_ASSERT(currPtr == last); }