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// 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_SOLVER_CONSTRAINT_1D_H
#define DY_SOLVER_CONSTRAINT_1D_H
#include "foundation/PxVec3.h"
#include "PxPhysXConfig.h"
#include "DySolverConstraintTypes.h"
#include "DySolverBody.h"
#include "PxConstraintDesc.h"
#include "DySolverConstraintDesc.h"
#include "DyCpuGpu1dConstraint.h"
namespace physx
{
namespace Dy
{
// dsequeira: we should probably fork these structures for constraints and extended constraints,
// since there's a few things that are used for one but not the other
struct SolverConstraint1DHeader
{
PxU8 type; // enum SolverConstraintType - must be first byte
PxU8 count; // count of following 1D constraints
PxU8 dominance;
PxU8 breakable; // indicate whether this constraint is breakable or not
PxReal linBreakImpulse;
PxReal angBreakImpulse;
PxReal invMass0D0;
PxVec3 body0WorldOffset;
PxReal invMass1D1;
PxReal linearInvMassScale0; // only used by articulations
PxReal angularInvMassScale0; // only used by articulations
PxReal linearInvMassScale1; // only used by articulations
PxReal angularInvMassScale1; // only used by articulations
};
PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DHeader) == 48);
PX_ALIGN_PREFIX(16)
struct SolverConstraint1D
{
public:
PxVec3 lin0; //!< linear velocity projection (body 0)
PxReal constant; //!< constraint constant term
PxVec3 lin1; //!< linear velocity projection (body 1)
PxReal unbiasedConstant; //!< constraint constant term without bias
PxVec3 ang0; //!< angular velocity projection (body 0)
PxReal velMultiplier; //!< constraint velocity multiplier
PxVec3 ang1; //!< angular velocity projection (body 1)
PxReal impulseMultiplier; //!< constraint impulse multiplier
PxVec3 ang0Writeback; //!< unscaled angular velocity projection (body 0)
PxU32 pad;
PxReal minImpulse; //!< Lower bound on impulse magnitude
PxReal maxImpulse; //!< Upper bound on impulse magnitude
PxReal appliedForce; //!< applied force to correct velocity+bias
PxU32 flags;
void setSolverConstants(const Constraint1dSolverConstantsPGS& solverConstants)
{
constant = solverConstants.constant;
unbiasedConstant = solverConstants.unbiasedConstant;
velMultiplier = solverConstants.velMultiplier;
impulseMultiplier = solverConstants.impulseMultiplier;
}
} PX_ALIGN_SUFFIX(16);
PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1D) == 96);
struct SolverConstraint1DExt : public SolverConstraint1D
{
public:
Cm::SpatialVector deltaVA_;
Cm::SpatialVector deltaVB_;
};
PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DExt) == 160);
PX_FORCE_INLINE void init(SolverConstraint1DHeader& h,
PxU8 count,
bool isExtended,
const PxConstraintInvMassScale& ims)
{
h.type = PxU8(isExtended ? DY_SC_TYPE_EXT_1D : DY_SC_TYPE_RB_1D);
h.count = count;
h.dominance = 0;
h.linearInvMassScale0 = ims.linear0;
h.angularInvMassScale0 = ims.angular0;
h.linearInvMassScale1 = -ims.linear1;
h.angularInvMassScale1 = -ims.angular1;
}
PX_FORCE_INLINE void init(SolverConstraint1D& c,
const PxVec3& _linear0, const PxVec3& _linear1,
const PxVec3& _angular0, const PxVec3& _angular1,
PxReal _minImpulse, PxReal _maxImpulse)
{
PX_ASSERT(_linear0.isFinite());
PX_ASSERT(_linear1.isFinite());
c.lin0 = _linear0;
c.lin1 = _linear1;
c.ang0 = _angular0;
c.ang1 = _angular1;
c.minImpulse = _minImpulse;
c.maxImpulse = _maxImpulse;
c.flags = 0;
c.appliedForce = 0;
}
PX_FORCE_INLINE bool needsNormalVel(const Px1DConstraint &c)
{
return c.flags & Px1DConstraintFlag::eRESTITUTION
|| (c.flags & Px1DConstraintFlag::eSPRING && c.flags & Px1DConstraintFlag::eACCELERATION_SPRING);
}
}
}
#endif