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All rights reserved. #include "ExtDistanceJoint.h" #include "ExtConstraintHelper.h" #include "PxPhysics.h" using namespace physx; using namespace Ext; PxDistanceJoint* physx::PxDistanceJointCreate(PxPhysics& physics, PxRigidActor* actor0, const PxTransform& localFrame0, PxRigidActor* actor1, const PxTransform& localFrame1) { PX_CHECK_AND_RETURN_NULL(localFrame0.isSane(), "PxDistanceJointCreate: local frame 0 is not a valid transform"); PX_CHECK_AND_RETURN_NULL(localFrame1.isSane(), "PxDistanceJointCreate: local frame 1 is not a valid transform"); PX_CHECK_AND_RETURN_NULL(actor0 != actor1, "PxDistanceJointCreate: actors must be different"); PX_CHECK_AND_RETURN_NULL((actor0 && actor0->is()) || (actor1 && actor1->is()), "PxD6JointCreate: at least one actor must be dynamic"); DistanceJoint* j; PX_NEW_SERIALIZED(j, DistanceJoint)(physics.getTolerancesScale(), actor0, localFrame0, actor1, localFrame1); if(j->attach(physics, actor0, actor1)) return j; PX_DELETE(j); return NULL; } PxReal DistanceJoint::getDistance() const { return getRelativeTransform().p.magnitude(); } void DistanceJoint::setMinDistance(PxReal distance) { PX_CHECK_AND_RETURN(PxIsFinite(distance), "PxDistanceJoint::setMinDistance: invalid parameter"); data().minDistance = distance; markDirty(); } PxReal DistanceJoint::getMinDistance() const { return data().minDistance; } void DistanceJoint::setMaxDistance(PxReal distance) { PX_CHECK_AND_RETURN(PxIsFinite(distance), "PxDistanceJoint::setMaxDistance: invalid parameter"); data().maxDistance = distance; markDirty(); } PxReal DistanceJoint::getMaxDistance() const { return data().maxDistance; } void DistanceJoint::setTolerance(PxReal tolerance) { PX_CHECK_AND_RETURN(PxIsFinite(tolerance), "PxDistanceJoint::setTolerance: invalid parameter"); data().tolerance = tolerance; markDirty(); } PxReal DistanceJoint::getTolerance() const { return data().tolerance; } void DistanceJoint::setStiffness(PxReal stiffness) { PX_CHECK_AND_RETURN(PxIsFinite(stiffness), "PxDistanceJoint::setStiffness: invalid parameter"); data().stiffness = stiffness; markDirty(); } PxReal DistanceJoint::getStiffness() const { return data().stiffness; } void DistanceJoint::setDamping(PxReal damping) { PX_CHECK_AND_RETURN(PxIsFinite(damping), "PxDistanceJoint::setDamping: invalid parameter"); data().damping = damping; markDirty(); } PxReal DistanceJoint::getDamping() const { return data().damping; } PxDistanceJointFlags DistanceJoint::getDistanceJointFlags(void) const { return data().jointFlags; } void DistanceJoint::setDistanceJointFlags(PxDistanceJointFlags flags) { data().jointFlags = flags; markDirty(); } void DistanceJoint::setDistanceJointFlag(PxDistanceJointFlag::Enum flag, bool value) { if(value) data().jointFlags |= flag; else data().jointFlags &= ~flag; markDirty(); } bool DistanceJoint::attach(PxPhysics &physics, PxRigidActor* actor0, PxRigidActor* actor1) { mPxConstraint = physics.createConstraint(actor0, actor1, *this, sShaders, sizeof(DistanceJointData)); return mPxConstraint!=NULL; } void DistanceJoint::exportExtraData(PxSerializationContext& stream) { if(mData) { stream.alignData(PX_SERIAL_ALIGN); stream.writeData(mData, sizeof(DistanceJointData)); } stream.writeName(mName); } void DistanceJoint::importExtraData(PxDeserializationContext& context) { if(mData) mData = context.readExtraData(); context.readName(mName); } void DistanceJoint::resolveReferences(PxDeserializationContext& context) { setPxConstraint(resolveConstraintPtr(context, getPxConstraint(), getConnector(), sShaders)); } DistanceJoint* DistanceJoint::createObject(PxU8*& address, PxDeserializationContext& context) { DistanceJoint* obj = new (address) DistanceJoint(PxBaseFlag::eIS_RELEASABLE); address += sizeof(DistanceJoint); obj->importExtraData(context); obj->resolveReferences(context); return obj; } // global function to share the joint shaders with API capture const PxConstraintShaderTable* Ext::GetDistanceJointShaderTable() { return &DistanceJoint::getConstraintShaderTable(); } //~PX_SERIALIZATION static void DistanceJointProject(const void* /*constantBlock*/, PxTransform& /*bodyAToWorld*/, PxTransform& /*bodyBToWorld*/, bool /*projectToA*/) { // TODO } static void DistanceJointVisualize(PxConstraintVisualizer& viz, const void* constantBlock, const PxTransform& body0Transform, const PxTransform& body1Transform, PxU32 flags) { const DistanceJointData& data = *reinterpret_cast(constantBlock); PxTransform cA2w, cB2w; joint::computeJointFrames(cA2w, cB2w, data, body0Transform, body1Transform); if(flags & PxConstraintVisualizationFlag::eLOCAL_FRAMES) viz.visualizeJointFrames(cA2w, cB2w); // PT: we consider the following is part of the joint's "limits" since that's the only available flag we have if(flags & PxConstraintVisualizationFlag::eLIMITS) { const bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED); const bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED); if(!enforceMin && !enforceMax) return; PxVec3 dir = cB2w.p - cA2w.p; const float currentDist = dir.normalize(); PxU32 color = 0x00ff00; if(enforceMax && currentDist>data.maxDistance) color = 0xff0000; if(enforceMin && currentDist(constantBlock); PxTransform cA2w, cB2w; joint::ConstraintHelper ch(constraints, invMassScale, cA2w, cB2w, body0WorldOffset, data, bA2w, bB2w); cA2wOut = cB2w.p; cB2wOut = cB2w.p; PxVec3 direction = cA2w.p - cB2w.p; const PxReal distance = direction.normalize(); const bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED); const bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED); #define EPS_REAL 1.192092896e-07F if(distance < EPS_REAL) direction = PxVec3(1.0f, 0.0f, 0.0f); Px1DConstraint* c = constraints; const PxVec3 angular0 = ch.getRa().cross(direction); const PxVec3 angular1 = ch.getRb().cross(direction); setupContraint(*c, direction, angular0, angular1, data); //add tolerance so we don't have contact-style jitter problem. if(data.minDistance == data.maxDistance && enforceMin && enforceMax) { const PxReal error = distance - data.maxDistance; c->geometricError = error > data.tolerance ? error - data.tolerance : error < -data.tolerance ? error + data.tolerance : 0.0f; } else if(enforceMax && distance > data.maxDistance) { c->geometricError = distance - data.maxDistance - data.tolerance; c->maxImpulse = 0.0f; } else if(enforceMin && distance < data.minDistance) { c->geometricError = distance - data.minDistance + data.tolerance; c->minImpulse = 0.0f; } else { if(enforceMin && enforceMax) { // since we dont know the current rigid velocity, we need to insert row for both limits Px1DConstraint* minConstraint = constraints; minConstraint->geometricError = distance - data.minDistance; minConstraint->minImpulse = 0.0f; minConstraint->maxImpulse = FLT_MAX; minConstraint->flags |= Px1DConstraintFlag::eKEEPBIAS; Px1DConstraint* maxConstraint = constraints; maxConstraint++; setupContraint(*maxConstraint, direction, angular0, angular1, data); maxConstraint->geometricError = distance - data.maxDistance; maxConstraint->minImpulse = -FLT_MAX; maxConstraint->maxImpulse = 0.0f; maxConstraint->flags |= Px1DConstraintFlag::eKEEPBIAS; return 2; } else if(enforceMax) { c->geometricError = distance - data.maxDistance; c->minImpulse = -FLT_MAX; c->maxImpulse = 0.0f; c->flags |= Px1DConstraintFlag::eKEEPBIAS; return 0; } else if(enforceMin) { c->geometricError = distance - data.minDistance; c->minImpulse = 0.0f; c->maxImpulse = FLT_MAX; c->flags |= Px1DConstraintFlag::eKEEPBIAS; return 0; } } return 1; } PxConstraintShaderTable Ext::DistanceJoint::sShaders = { DistanceJointSolverPrep, DistanceJointProject, DistanceJointVisualize, PxConstraintFlag::Enum(0) };