Projekt_Grafika/dependencies/physx-4.1/source/lowlevel/software/include/PxsRigidBody.h

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//
// 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 PXS_RIGID_BODY_H
#define PXS_RIGID_BODY_H
#include "PxvDynamics.h"
#include "CmSpatialVector.h"
namespace physx
{
struct PxsCCDBody;
#define PX_INTERNAL_LOCK_FLAG_START 8
PX_ALIGN_PREFIX(16)
class PxsRigidBody
{
public:
enum PxsRigidBodyFlag
{
eFROZEN = 1 << 0, //This flag indicates that the stabilization is enabled and the body is
//"frozen". By "frozen", we mean that the body's transform is unchanged
//from the previous frame. This permits various optimizations.
eFREEZE_THIS_FRAME = 1 << 1,
eUNFREEZE_THIS_FRAME = 1 << 2,
eACTIVATE_THIS_FRAME = 1 << 3,
eDEACTIVATE_THIS_FRAME = 1 << 4,
// PT: this flag is now only used on the GPU. For the CPU the data is now stored directly in PxsBodyCore.
eDISABLE_GRAVITY_GPU = 1 << 5,
eSPECULATIVE_CCD = 1 << 6,
//KS - copied here for GPU simulation to avoid needing to pass another set of flags around.
eLOCK_LINEAR_X = 1 << (PX_INTERNAL_LOCK_FLAG_START),
eLOCK_LINEAR_Y = 1 << (PX_INTERNAL_LOCK_FLAG_START + 1),
eLOCK_LINEAR_Z = 1 << (PX_INTERNAL_LOCK_FLAG_START + 2),
eLOCK_ANGULAR_X = 1 << (PX_INTERNAL_LOCK_FLAG_START + 3),
eLOCK_ANGULAR_Y = 1 << (PX_INTERNAL_LOCK_FLAG_START + 4),
eLOCK_ANGULAR_Z = 1 << (PX_INTERNAL_LOCK_FLAG_START + 5)
};
PX_FORCE_INLINE PxsRigidBody(PxsBodyCore* core, PxReal freeze_count) :
// PT: TODO: unify naming conventions
mLastTransform (core->body2World),
mInternalFlags (0),
solverIterationCounts (core->solverIterationCounts),
mCCD (NULL),
mCore (core),
sleepLinVelAcc (PxVec3(0.0f)),
freezeCount (freeze_count),
sleepAngVelAcc (PxVec3(0.0f)),
accelScale (1.0f)
{}
PX_FORCE_INLINE ~PxsRigidBody() {}
PX_FORCE_INLINE const PxTransform& getPose() const { PX_ASSERT(mCore->body2World.isSane()); return mCore->body2World; }
PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { PX_ASSERT(mCore->linearVelocity.isFinite()); return mCore->linearVelocity; }
PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { PX_ASSERT(mCore->angularVelocity.isFinite()); return mCore->angularVelocity; }
PX_FORCE_INLINE void setVelocity(const PxVec3& linear,
const PxVec3& angular) { PX_ASSERT(linear.isFinite()); PX_ASSERT(angular.isFinite());
mCore->linearVelocity = linear;
mCore->angularVelocity = angular; }
PX_FORCE_INLINE void setLinearVelocity(const PxVec3& linear) { PX_ASSERT(linear.isFinite()); mCore->linearVelocity = linear; }
PX_FORCE_INLINE void setAngularVelocity(const PxVec3& angular) { PX_ASSERT(angular.isFinite()); mCore->angularVelocity = angular; }
PX_FORCE_INLINE void constrainLinearVelocity();
PX_FORCE_INLINE void constrainAngularVelocity();
PX_FORCE_INLINE PxU32 getIterationCounts() { return mCore->solverIterationCounts; }
PX_FORCE_INLINE PxReal getReportThreshold() const { return mCore->contactReportThreshold; }
PX_FORCE_INLINE const PxTransform& getLastCCDTransform() const { return mLastTransform; }
PX_FORCE_INLINE void saveLastCCDTransform() { mLastTransform = mCore->body2World; }
PX_FORCE_INLINE bool isKinematic() const { return mCore->inverseMass == 0.0f; }
PX_FORCE_INLINE void setPose(const PxTransform& pose) { mCore->body2World = pose; }
PX_FORCE_INLINE void setPosition(const PxVec3& position) { mCore->body2World.p = position; }
PX_FORCE_INLINE PxReal getInvMass() const { return mCore->inverseMass; }
PX_FORCE_INLINE PxVec3 getInvInertia() const { return mCore->inverseInertia; }
PX_FORCE_INLINE PxReal getMass() const { return 1.0f/mCore->inverseMass; }
PX_FORCE_INLINE PxVec3 getInertia() const { return PxVec3(1.0f/mCore->inverseInertia.x,
1.0f/mCore->inverseInertia.y,
1.0f/mCore->inverseInertia.z); }
PX_FORCE_INLINE PxsBodyCore& getCore() { return *mCore; }
PX_FORCE_INLINE const PxsBodyCore& getCore() const { return *mCore; }
PX_FORCE_INLINE PxU32 isActivateThisFrame() const { return PxU32(mInternalFlags & eACTIVATE_THIS_FRAME); }
PX_FORCE_INLINE PxU32 isDeactivateThisFrame() const { return PxU32(mInternalFlags & eDEACTIVATE_THIS_FRAME); }
PX_FORCE_INLINE PxU32 isFreezeThisFrame() const { return PxU32(mInternalFlags & eFREEZE_THIS_FRAME); }
PX_FORCE_INLINE PxU32 isUnfreezeThisFrame() const { return PxU32(mInternalFlags & eUNFREEZE_THIS_FRAME); }
PX_FORCE_INLINE void clearFreezeFlag() { mInternalFlags &= ~eFREEZE_THIS_FRAME; }
PX_FORCE_INLINE void clearUnfreezeFlag() { mInternalFlags &= ~eUNFREEZE_THIS_FRAME; }
PX_FORCE_INLINE void clearAllFrameFlags() { mInternalFlags &= eFROZEN; }
// PT: implemented in PxsCCD.cpp:
void advanceToToi(PxReal toi, PxReal dt, bool clip);
void advancePrevPoseToToi(PxReal toi);
// PxTransform getAdvancedTransform(PxReal toi) const;
Cm::SpatialVector getPreSolverVelocities() const;
PxTransform mLastTransform; //28 (28)
PxU16 mInternalFlags; //30 (30)
PxU16 solverIterationCounts; //32 (32)
PxsCCDBody* mCCD; //36 (40) // only valid during CCD
PxsBodyCore* mCore; //40 (48)
#if !PX_P64_FAMILY
PxU32 alignmentPad[2]; //48 (48)
#endif
PxVec3 sleepLinVelAcc; //60 (60)
PxReal freezeCount; //64 (64)
PxVec3 sleepAngVelAcc; //76 (76)
PxReal accelScale; //80 (80)
}
PX_ALIGN_SUFFIX(16);
PX_COMPILE_TIME_ASSERT(0 == (sizeof(PxsRigidBody) & 0x0f));
void PxsRigidBody::constrainLinearVelocity()
{
const PxU32 lockFlags = mCore->lockFlags;
if(lockFlags)
{
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X)
mCore->linearVelocity.x = 0.0f;
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y)
mCore->linearVelocity.y = 0.0f;
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z)
mCore->linearVelocity.z = 0.0f;
}
}
void PxsRigidBody::constrainAngularVelocity()
{
const PxU32 lockFlags = mCore->lockFlags;
if(lockFlags)
{
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X)
mCore->angularVelocity.x = 0.0f;
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y)
mCore->angularVelocity.y = 0.0f;
if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z)
mCore->angularVelocity.z = 0.0f;
}
}
}
#endif