Revision control

Copy as Markdown

// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
// SPDX-License-Identifier: Apache-2.0
#ifndef DY_CORRELATION_BUFFER_H
#define DY_CORRELATION_BUFFER_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "foundation/PxTransform.h"
#include "foundation/PxBounds3.h"
#include "geomutils/PxContactBuffer.h"
#include "PxPhysXConfig.h"
#include "DyFrictionPatch.h"
namespace physx
{
namespace Dy
{
struct CorrelationBuffer
{
static const PxU32 MAX_FRICTION_PATCHES = 32;
static const PxU16 LIST_END = 0xffff;
struct ContactPatchData
{
PxBounds3 patchBounds;
PxU32 boundsPadding;
PxReal staticFriction;
PxReal dynamicFriction;
PxReal restitution;
PxU16 start;
PxU16 next;
PxU8 flags;
PxU8 count;
};
// we can have as many contact patches as contacts, unfortunately
ContactPatchData PX_ALIGN(16, contactPatches[PxContactBuffer::MAX_CONTACTS]);
FrictionPatch PX_ALIGN(16, frictionPatches[MAX_FRICTION_PATCHES]);
PxVec3 PX_ALIGN(16, frictionPatchWorldNormal[MAX_FRICTION_PATCHES]);
PxBounds3 patchBounds[MAX_FRICTION_PATCHES];
PxU32 frictionPatchContactCounts[MAX_FRICTION_PATCHES];
PxU32 correlationListHeads[MAX_FRICTION_PATCHES+1];
// contact IDs are only used to identify auxiliary contact data when velocity
// targets have been set.
PxU16 contactID[MAX_FRICTION_PATCHES][2];
PxU32 contactPatchCount, frictionPatchCount;
};
bool createContactPatches(CorrelationBuffer& fb, const PxContactPoint* cb, PxU32 contactCount, PxReal normalTolerance);
bool correlatePatches(CorrelationBuffer& fb,
const PxContactPoint* cb,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxReal normalTolerance,
PxU32 startContactPatchIndex,
PxU32 startFrictionPatchIndex);
void growPatches(CorrelationBuffer& fb,
const PxContactPoint* buffer,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxU32 frictionPatchStartIndex,
PxReal frictionOffsetThreshold);
// Removes empty friction patches (correlationListHeads == LIST_END) in [startFrictionPatchIndex, frictionPatchCount),
// compacting ALL per-patch arrays together so they stay index-aligned for downstream consumers.
void removeEmptyFrictionPatches(CorrelationBuffer& fb, PxU32 startFrictionPatchIndex);
}
}
#endif