// // 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_CONSTRAINT_SIM #define PX_PHYSICS_CONSTRAINT_SIM #include "PxSimulationEventCallback.h" #include "DyConstraint.h" namespace physx { namespace Sc { class Scene; class ConstraintInteraction; class ConstraintCore; class RigidCore; class BodySim; class RigidSim; class ConstraintSim : public Ps::UserAllocated { public: enum Enum { ePENDING_GROUP_UPDATE = (1<<0), // For constraint projection an island of the bodies connected by constraints is generated. // Schedule generation/update of the island this constraint is a part of. eBREAKABLE = (1<<1), // The constraint can break eCHECK_MAX_FORCE_EXCEEDED = (1<<2), // This constraint will get tested for breakage at the end of the sim step eBROKEN = (1<<3) }; ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene); ~ConstraintSim(); void preBodiesChange(); void postBodiesChange(RigidCore* r0, RigidCore* r1); void checkMaxForceExceeded(); void setBreakForceLL(PxReal linear, PxReal angular); PX_INLINE void setMinResponseThresholdLL(PxReal threshold); PX_INLINE void setAngularConstraintLinearCoefficientLL(PxReal coefficient); void setConstantsLL(void* addr); PX_INLINE const void* getConstantsLL() const; void postFlagChange(PxConstraintFlags oldFlags, PxConstraintFlags newFlags); PX_FORCE_INLINE const Dy::Constraint& getLowLevelConstraint() const { return mLowLevelConstraint; } PX_FORCE_INLINE Dy::Constraint& getLowLevelConstraint() { return mLowLevelConstraint; } PX_FORCE_INLINE ConstraintCore& getCore() const { return mCore; } PX_FORCE_INLINE BodySim* getBody(PxU32 i) const // for static actors or world attached constraints NULL is returned { return mBodies[i]; } RigidSim& getRigid(PxU32 i); void getForce(PxVec3& force, PxVec3& torque); PX_FORCE_INLINE PxU8 readFlag(PxU8 flag) const { return PxU8(mFlags & flag); } PX_FORCE_INLINE void setFlag(PxU8 flag) { mFlags |= flag; } PX_FORCE_INLINE void clearFlag(PxU8 flag) { mFlags &= ~flag; } PX_FORCE_INLINE PxU32 isBroken() const { return PxU32(mFlags) & ConstraintSim::eBROKEN; } //------------------------------------ Projection trees ----------------------------------------- private: PX_INLINE BodySim* getConstraintGroupBody(); public: bool hasDynamicBody(); void projectPose(BodySim* childBody, Ps::Array& projectedBodies); PX_INLINE BodySim* getOtherBody(BodySim*); PX_INLINE BodySim* getAnyBody(); bool needsProjection(); //----------------------------------------------------------------------------------------------- void visualize(PxRenderBuffer &out); private: ConstraintSim& operator=(const ConstraintSim&); bool createLLConstraint(); void destroyLLConstraint(); private: Dy::Constraint mLowLevelConstraint; Scene& mScene; ConstraintCore& mCore; ConstraintInteraction* mInteraction; BodySim* mBodies[2]; PxU8 mFlags; }; } // namespace Sc PX_INLINE void Sc::ConstraintSim::setMinResponseThresholdLL(PxReal threshold) { mLowLevelConstraint.minResponseThreshold = threshold; } PX_INLINE const void* Sc::ConstraintSim::getConstantsLL() const { return mLowLevelConstraint.constantBlock; } PX_INLINE Sc::BodySim* Sc::ConstraintSim::getOtherBody(BodySim* b) { return (b == mBodies[0]) ? mBodies[1] : mBodies[0]; } PX_INLINE Sc::BodySim* Sc::ConstraintSim::getAnyBody() { if (mBodies[0]) return mBodies[0]; else return mBodies[1]; } } #endif