// // 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 PX_PHYSICS_NP_RIGIDDYNAMIC #define PX_PHYSICS_NP_RIGIDDYNAMIC #include "common/PxMetaData.h" #include "PxRigidDynamic.h" #include "NpRigidBodyTemplate.h" #include "ScbBody.h" namespace physx { class NpRigidDynamic; typedef NpRigidBodyTemplate NpRigidDynamicT; class NpRigidDynamic : public NpRigidDynamicT { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: // PX_SERIALIZATION NpRigidDynamic(PxBaseFlags baseFlags) : NpRigidDynamicT(baseFlags) {} void preExportDataReset(); virtual void requiresObjects(PxProcessPxBaseCallback& c); static NpRigidDynamic* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION virtual ~NpRigidDynamic(); //--------------------------------------------------------------------------------- // PxActor implementation //--------------------------------------------------------------------------------- virtual void release(); //--------------------------------------------------------------------------------- // PxRigidDynamic implementation //--------------------------------------------------------------------------------- virtual PxActorType::Enum getType() const { return PxActorType::eRIGID_DYNAMIC; } // Pose virtual void setGlobalPose(const PxTransform& pose, bool autowake); PX_FORCE_INLINE PxTransform getGlobalPoseFast() const { const Scb::Body& body=getScbBodyFast(); return body.getBody2World() * body.getBody2Actor().getInverse(); } virtual PxTransform getGlobalPose() const { NP_READ_CHECK(NpActor::getOwnerScene(*this)); return getGlobalPoseFast(); } virtual void setKinematicTarget(const PxTransform& destination); virtual bool getKinematicTarget(PxTransform& target) const; // Center of mass pose virtual void setCMassLocalPose(const PxTransform&); // Damping virtual void setLinearDamping(PxReal); virtual PxReal getLinearDamping() const; virtual void setAngularDamping(PxReal); virtual PxReal getAngularDamping() const; // Velocity virtual void setLinearVelocity(const PxVec3&, bool autowake); virtual void setAngularVelocity(const PxVec3&, bool autowake); virtual void setMaxAngularVelocity(PxReal); virtual PxReal getMaxAngularVelocity() const; virtual void setMaxLinearVelocity(PxReal); virtual PxReal getMaxLinearVelocity() const; // Force/Torque modifiers virtual void addForce(const PxVec3&, PxForceMode::Enum mode, bool autowake); virtual void clearForce(PxForceMode::Enum mode); virtual void addTorque(const PxVec3&, PxForceMode::Enum mode, bool autowake); virtual void clearTorque(PxForceMode::Enum mode); virtual void setForceAndTorque(const PxVec3& force, const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE); // Sleeping virtual bool isSleeping() const; virtual PxReal getSleepThreshold() const; virtual void setSleepThreshold(PxReal threshold); virtual PxReal getStabilizationThreshold() const; virtual void setStabilizationThreshold(PxReal threshold); virtual void setWakeCounter(PxReal wakeCounterValue); virtual PxReal getWakeCounter() const; virtual void wakeUp(); virtual void putToSleep(); virtual void setSolverIterationCounts(PxU32 positionIters, PxU32 velocityIters); virtual void getSolverIterationCounts(PxU32 & positionIters, PxU32 & velocityIters) const; virtual void setContactReportThreshold(PxReal threshold); virtual PxReal getContactReportThreshold() const; virtual PxRigidDynamicLockFlags getRigidDynamicLockFlags() const; virtual void setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags); virtual void setRigidDynamicLockFlag(PxRigidDynamicLockFlag::Enum flag, bool value); //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- NpRigidDynamic(const PxTransform& bodyPose); virtual void switchToNoSim(); virtual void switchFromNoSim(); PX_FORCE_INLINE void wakeUpInternal(); void wakeUpInternalNoKinematicTest(Scb::Body& body, bool forceWakeUp, bool autowake); private: PX_FORCE_INLINE void setKinematicTargetInternal(const PxTransform& destination); #if PX_ENABLE_DEBUG_VISUALIZATION public: void visualize(Cm::RenderOutput& out, NpScene* scene); #endif }; PX_FORCE_INLINE void NpRigidDynamic::wakeUpInternal() { PX_ASSERT(NpActor::getOwnerScene(*this)); Scb::Body& body = getScbBodyFast(); const PxRigidBodyFlags currentFlags = body.getFlags(); if (!(currentFlags & PxRigidBodyFlag::eKINEMATIC)) // kinematics are only awake when a target is set, else they are asleep wakeUpInternalNoKinematicTest(body, false, true); } } #endif