// // 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) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PXC_NPWORKUNIT_H #define PXC_NPWORKUNIT_H #include "PxcNpThreadContext.h" #include "PxcMaterialMethodImpl.h" #include "PxcNpCache.h" namespace physx { struct PxsRigidCore; struct PxsShapeCore; struct PxcNpWorkUnitFlag { enum Enum { eOUTPUT_CONTACTS = 1, eOUTPUT_CONSTRAINTS = 2, eDISABLE_STRONG_FRICTION = 4, eARTICULATION_BODY0 = 8, eARTICULATION_BODY1 = 16, eDYNAMIC_BODY0 = 32, eDYNAMIC_BODY1 = 64, eMODIFIABLE_CONTACT = 128, eFORCE_THRESHOLD = 256, eDETECT_DISCRETE_CONTACT = 512, eHAS_KINEMATIC_ACTOR = 1024, eDISABLE_RESPONSE = 2048, eDETECT_CCD_CONTACTS = 4096 }; }; struct PxcNpWorkUnitStatusFlag { enum Enum { eHAS_NO_TOUCH = (1 << 0), eHAS_TOUCH = (1 << 1), //eHAS_SOLVER_CONSTRAINTS = (1 << 2), eREQUEST_CONSTRAINTS = (1 << 3), eHAS_CCD_RETOUCH = (1 << 4), // Marks pairs that are touching at a CCD pass and were touching at discrete collision or at a previous CCD pass already // but we can not tell whether they lost contact in a pass before. We send them as pure eNOTIFY_TOUCH_CCD events to the // contact report callback if requested. eDIRTY_MANAGER = (1 << 5), eREFRESHED_WITH_TOUCH = (1 << 6), eTOUCH_KNOWN = eHAS_NO_TOUCH | eHAS_TOUCH // The touch status is known (if narrowphase never ran for a pair then no flag will be set) }; }; // PT: TODO: fix the inconsistent namings (mXXX) in this class struct PxcNpWorkUnit { const PxsRigidCore* rigidCore0; // INPUT //4 //8 const PxsRigidCore* rigidCore1; // INPUT //8 //16 const PxsShapeCore* shapeCore0; // INPUT //12 //24 const PxsShapeCore* shapeCore1; // INPUT //16 //32 PxU8* ccdContacts; // OUTPUT //20 //40 PxU8* frictionDataPtr; // INOUT //24 //48 PxU16 flags; // INPUT //26 //50 PxU8 frictionPatchCount; // INOUT //27 //51 PxU8 statusFlags; // OUTPUT (see PxcNpWorkUnitStatusFlag) //28 //52 PxU8 dominance0; // INPUT //29 //53 PxU8 dominance1; // INPUT //30 //54 PxU8 geomType0; // INPUT //31 //55 PxU8 geomType1; // INPUT //32 //56 PxU32 index; // INPUT //36 //60 PxReal restDistance; // INPUT //40 //64 PxU32 mTransformCache0; // //44 //68 PxU32 mTransformCache1; // //48 //72 PxU32 mEdgeIndex; //inout the island gen edge index //52 //76 PxU32 mNpIndex; //INPUT //56 //80 PxReal mTorsionalPatchRadius; //60 //84 PxReal mMinTorsionalPatchRadius; //64 //88 }; /* * A struct to record the number of work units a particular constraint pointer references. * This is created at the beginning of the constriant data and is used to bypass constraint preparation when the * bodies are not moving a lot. In this case, we can recycle the constraints and save ourselves some cycles. */ struct PxcNpWorkUnitBatch { PxcNpWorkUnit* mUnits[4]; PxU32 mSize; }; //#if !defined(PX_P64) //PX_COMPILE_TIME_ASSERT(0 == (sizeof(PxcNpWorkUnit) & 0x0f)); //#endif PX_FORCE_INLINE void PxcNpWorkUnitClearContactState(PxcNpWorkUnit& n) { n.ccdContacts = NULL; } PX_FORCE_INLINE void PxcNpWorkUnitClearCachedState(PxcNpWorkUnit& n) { n.frictionDataPtr = 0; n.frictionPatchCount = 0; n.ccdContacts = NULL; } PX_FORCE_INLINE void PxcNpWorkUnitClearFrictionCachedState(PxcNpWorkUnit& n) { n.frictionDataPtr = 0; n.frictionPatchCount = 0; n.ccdContacts = NULL; } #if !defined(PX_P64) //PX_COMPILE_TIME_ASSERT(sizeof(PxcNpWorkUnit)==128); #endif } #endif