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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 PXV_DYNAMICS_H #define PXV_DYNAMICS_H #include "foundation/PxVec3.h" #include "foundation/PxQuat.h" #include "foundation/PxTransform.h" #include "foundation/PxSimpleTypes.h" #include "PsIntrinsics.h" #include "PxRigidDynamic.h" namespace physx { /*! \file Dynamics interface. */ struct PxsRigidCore { //= 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. //================================================================================================== PxsRigidCore() : mFlags(0), mIdtBody2Actor(0), solverIterationCounts(0) {} PxsRigidCore(const PxEMPTY) : mFlags(PxEmpty) {} PX_ALIGN_PREFIX(16) PxTransform body2World PX_ALIGN_SUFFIX(16); PxRigidBodyFlags mFlags; // API body flags PxU8 mIdtBody2Actor; // PT: true if PxsBodyCore::body2Actor is identity PxU16 solverIterationCounts; //vel iters are in low word and pos iters in high word. PX_FORCE_INLINE PxU32 isKinematic() const { return mFlags & PxRigidBodyFlag::eKINEMATIC; } PX_FORCE_INLINE PxU32 hasCCD() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD; } PX_FORCE_INLINE PxU32 hasCCDFriction() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD_FRICTION; } }; PX_COMPILE_TIME_ASSERT(sizeof(PxsRigidCore) == 32); struct PxsBodyCore: public PxsRigidCore { //= 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. //================================================================================================== PxsBodyCore() : PxsRigidCore() { kinematicLink = PxU8(0); } PxsBodyCore(const PxEMPTY) : PxsRigidCore(PxEmpty) {} PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return body2Actor; } PX_FORCE_INLINE void setBody2Actor(const PxTransform& t) { mIdtBody2Actor = PxU8(t.p.isZero() && t.q.isIdentity()); body2Actor = t; } protected: PxTransform body2Actor; public: PxReal ccdAdvanceCoefficient; //64 PxVec3 linearVelocity; PxReal maxPenBias; PxVec3 angularVelocity; PxReal contactReportThreshold; //96 PxReal maxAngularVelocitySq; PxReal maxLinearVelocitySq; PxReal linearDamping; PxReal angularDamping; //112 PxVec3 inverseInertia; PxReal inverseMass; //128 PxReal maxContactImpulse; PxReal sleepThreshold; PxReal freezeThreshold; PxReal wakeCounter; //144 this is authoritative wakeCounter PxReal solverWakeCounter; //this is calculated by the solver when it performs sleepCheck. It is committed to wakeCounter in ScAfterIntegrationTask if the body is still awake. PxU32 numCountedInteractions; PxU32 numBodyInteractions; //Used by adaptive force to keep track of the total number of body interactions PxU8 isFastMoving; //This could be a single bit but it's a u8 at the moment for simplicity's sake PxU8 disableGravity; //This could be a single bit but it's a u8 at the moment for simplicity's sake PxRigidDynamicLockFlags lockFlags; //This is u8. PxU8 kinematicLink; //160 This indicates whether the articulation link is kinematic link. All fits into 16 byte alignment // PT: TODO: revisit this / move to PxsCCD.cpp PX_FORCE_INLINE bool shouldCreateContactReports() const { const PxU32* binary = reinterpret_cast(&contactReportThreshold); return *binary != 0x7f7fffff; // PX_MAX_REAL } // PT: moved from Sc::BodyCore ctor - we don't want to duplicate all this in immediate mode PX_FORCE_INLINE void init( const PxTransform& bodyPose, const PxVec3& inverseInertia_, PxReal inverseMass_, PxReal wakeCounter_, PxReal scaleSpeed, PxReal linearDamping_, PxReal angularDamping_, PxReal maxLinearVelocitySq_, PxReal maxAngularVelocitySq_) { PX_ASSERT(bodyPose.p.isFinite()); PX_ASSERT(bodyPose.q.isFinite()); // PT: TODO: unify naming convention // From PxsRigidCore body2World = bodyPose; mFlags = PxRigidBodyFlags(); solverIterationCounts = (1 << 8) | 4; setBody2Actor(PxTransform(PxIdentity)); ccdAdvanceCoefficient = 0.15f; linearVelocity = PxVec3(0.0f); maxPenBias = -1e32f;//-PX_MAX_F32; angularVelocity = PxVec3(0.0f); contactReportThreshold = PX_MAX_F32; maxAngularVelocitySq = maxAngularVelocitySq_; maxLinearVelocitySq = maxLinearVelocitySq_; linearDamping = linearDamping_; angularDamping = angularDamping_; inverseInertia = inverseInertia_; inverseMass = inverseMass_; maxContactImpulse = 1e32f;// PX_MAX_F32; sleepThreshold = 5e-5f * scaleSpeed * scaleSpeed; freezeThreshold = 2.5e-5f * scaleSpeed * scaleSpeed; wakeCounter = wakeCounter_; // PT: this one is not initialized? //solverWakeCounter // PT: these are initialized in BodySim ctor //numCountedInteractions; //numBodyInteractions; isFastMoving = false; disableGravity = false; lockFlags = PxRigidDynamicLockFlags(0); } }; PX_COMPILE_TIME_ASSERT(sizeof(PxsBodyCore) == 160); } #endif