| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | |
| 31 | #ifndef DY_THREADCONTEXT_H |
| 32 | #define DY_THREADCONTEXT_H |
| 33 | |
| 34 | #include "foundation/PxTransform.h" |
| 35 | #include "geomutils/GuContactBuffer.h" |
| 36 | |
| 37 | #include "PxvConfig.h" |
| 38 | #include "PxvDynamics.h" |
| 39 | #include "PxcThreadCoherentCache.h" |
| 40 | #include "PxcConstraintBlockStream.h" |
| 41 | #include "CmBitMap.h" |
| 42 | #include "CmMatrix34.h" |
| 43 | #include "DyThresholdTable.h" |
| 44 | #include "DyArticulation.h" |
| 45 | #include "DyFrictionPatchStreamPair.h" |
| 46 | #include "DySolverConstraintDesc.h" |
| 47 | #include "DyCorrelationBuffer.h" |
| 48 | #include "PsAllocator.h" |
| 49 | |
| 50 | namespace physx |
| 51 | { |
| 52 | struct PxsIndexedContactManager; |
| 53 | |
| 54 | namespace Dy |
| 55 | { |
| 56 | |
| 57 | /*! |
| 58 | Cache information specific to the software implementation(non common). |
| 59 | |
| 60 | See PxcgetThreadContext. |
| 61 | |
| 62 | Not thread-safe, so remember to have one object per thread! |
| 63 | |
| 64 | TODO! refactor this and rename(it is a general per thread cache). Move transform cache into its own class. |
| 65 | */ |
| 66 | class ThreadContext : |
| 67 | public PxcThreadCoherentCache<ThreadContext, PxcNpMemBlockPool>::EntryBase |
| 68 | { |
| 69 | PX_NOCOPY(ThreadContext) |
| 70 | public: |
| 71 | |
| 72 | #if PX_ENABLE_SIM_STATS |
| 73 | struct ThreadSimStats |
| 74 | { |
| 75 | void clear() |
| 76 | { |
| 77 | |
| 78 | numActiveConstraints = 0; |
| 79 | numActiveDynamicBodies = 0; |
| 80 | numActiveKinematicBodies = 0; |
| 81 | numAxisSolverConstraints = 0; |
| 82 | |
| 83 | } |
| 84 | |
| 85 | PxU32 numActiveConstraints; |
| 86 | PxU32 numActiveDynamicBodies; |
| 87 | PxU32 numActiveKinematicBodies; |
| 88 | PxU32 numAxisSolverConstraints; |
| 89 | |
| 90 | }; |
| 91 | #endif |
| 92 | |
| 93 | //TODO: tune cache size based on number of active objects. |
| 94 | ThreadContext(PxcNpMemBlockPool* memBlockPool); |
| 95 | void reset(); |
| 96 | void resizeArrays(PxU32 frictionConstraintDescCount, PxU32 articulationCount); |
| 97 | |
| 98 | PX_FORCE_INLINE Ps::Array<ArticulationSolverDesc>& getArticulations() { return mArticulations; } |
| 99 | |
| 100 | |
| 101 | #if PX_ENABLE_SIM_STATS |
| 102 | PX_FORCE_INLINE ThreadSimStats& getSimStats() |
| 103 | { |
| 104 | return mThreadSimStats; |
| 105 | } |
| 106 | #endif |
| 107 | |
| 108 | Gu::ContactBuffer mContactBuffer; |
| 109 | |
| 110 | // temporary buffer for correlation |
| 111 | PX_ALIGN(16, CorrelationBuffer mCorrelationBuffer); |
| 112 | |
| 113 | FrictionPatchStreamPair mFrictionPatchStreamPair; // patch streams |
| 114 | |
| 115 | PxsConstraintBlockManager mConstraintBlockManager; // for when this thread context is "lead" on an island |
| 116 | PxcConstraintBlockStream mConstraintBlockStream; // constraint block pool |
| 117 | |
| 118 | |
| 119 | // this stuff is just used for reformatting the solver data. Hopefully we should have a more |
| 120 | // sane format for this when the dust settles - so it's just temporary. If we keep this around |
| 121 | // here we should move these from public to private |
| 122 | |
| 123 | PxU32 mNumDifferentBodyConstraints; |
| 124 | PxU32 mNumDifferentBodyFrictionConstraints; |
| 125 | PxU32 mNumSelfConstraints; |
| 126 | PxU32 mNumStaticConstraints; |
| 127 | PxU32 mNumSelfFrictionConstraints; |
| 128 | PxU32 mNumSelfConstraintFrictionBlocks; |
| 129 | |
| 130 | Ps::Array<PxU32> mConstraintsPerPartition; |
| 131 | Ps::Array<PxU32> mFrictionConstraintsPerPartition; |
| 132 | Ps::Array<PxU32> mPartitionNormalizationBitmap; |
| 133 | PxsBodyCore** mBodyCoreArray; |
| 134 | PxsRigidBody** mRigidBodyArray; |
| 135 | ArticulationV** mArticulationArray; |
| 136 | Cm::SpatialVector* motionVelocityArray; |
| 137 | PxU32* bodyRemapTable; |
| 138 | PxU32* mNodeIndexArray; |
| 139 | |
| 140 | //Constraint info for normal constraint sovler |
| 141 | PxSolverConstraintDesc* contactConstraintDescArray; |
| 142 | PxU32 contactDescArraySize; |
| 143 | PxSolverConstraintDesc* orderedContactConstraints; |
| 144 | PxConstraintBatchHeader* ; |
| 145 | PxU32 numContactConstraintBatches; |
| 146 | |
| 147 | //Constraint info for partitioning |
| 148 | PxSolverConstraintDesc* tempConstraintDescArray; |
| 149 | |
| 150 | //Additional constraint info for 1d/2d friction model |
| 151 | Ps::Array<PxSolverConstraintDesc> frictionConstraintDescArray; |
| 152 | Ps::Array<PxConstraintBatchHeader> ; |
| 153 | |
| 154 | //Info for tracking compound contact managers (temporary data - could use scratch memory!) |
| 155 | Ps::Array<CompoundContactManager> compoundConstraints; |
| 156 | |
| 157 | //Used for sorting constraints. Temporary, could use scratch memory |
| 158 | Ps::Array<const PxsIndexedContactManager*> orderedContactList; |
| 159 | Ps::Array<const PxsIndexedContactManager*> tempContactList; |
| 160 | Ps::Array<PxU32> sortIndexArray; |
| 161 | |
| 162 | Ps::Array<Cm::SpatialVectorF> mZVector; |
| 163 | Ps::Array<Cm::SpatialVectorF> mDeltaV; |
| 164 | |
| 165 | |
| 166 | PxU32 numDifferentBodyBatchHeaders; |
| 167 | PxU32 ; |
| 168 | |
| 169 | |
| 170 | PxU32 mOrderedContactDescCount; |
| 171 | PxU32 mOrderedFrictionDescCount; |
| 172 | |
| 173 | PxU32 mConstraintSize; |
| 174 | |
| 175 | PxU32 mAxisConstraintCount; |
| 176 | SelfConstraintBlock* mSelfConstraintBlocks; |
| 177 | |
| 178 | SelfConstraintBlock* mSelfConstraintFrictionBlocks; |
| 179 | |
| 180 | PxU32 mMaxPartitions; |
| 181 | PxU32 mMaxFrictionPartitions; |
| 182 | PxU32 mMaxSolverPositionIterations; |
| 183 | PxU32 mMaxSolverVelocityIterations; |
| 184 | PxU32 mMaxArticulationLength; |
| 185 | PxU32 mMaxArticulationSolverLength; |
| 186 | PxU32 mMaxArticulationLinks; |
| 187 | |
| 188 | PxSolverConstraintDesc* mContactDescPtr; |
| 189 | PxSolverConstraintDesc* mStartContactDescPtr; |
| 190 | PxSolverConstraintDesc* mFrictionDescPtr; |
| 191 | |
| 192 | private: |
| 193 | |
| 194 | Ps::Array<ArticulationSolverDesc> mArticulations; |
| 195 | |
| 196 | #if PX_ENABLE_SIM_STATS |
| 197 | ThreadSimStats mThreadSimStats; |
| 198 | #endif |
| 199 | |
| 200 | public: |
| 201 | |
| 202 | }; |
| 203 | |
| 204 | } |
| 205 | |
| 206 | } |
| 207 | |
| 208 | #endif //DY_THREADCONTEXT_H |
| 209 | |