Projekt_Grafika/dependencies/physx-4.1/include/vehicle/PxVehicleUpdate.h

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#ifndef PX_VEHICLE_UPDATE_H
#define PX_VEHICLE_UPDATE_H
/** \addtogroup vehicle
@{
*/
#include "vehicle/PxVehicleSDK.h"
#include "vehicle/PxVehicleTireFriction.h"
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxMemory.h"
#include "foundation/PxTransform.h"
#include "PxBatchQueryDesc.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxBatchQuery;
class PxContactModifyPair;
class PxVehicleWheels;
class PxVehicleDrivableSurfaceToTireFrictionPairs;
class PxVehicleTelemetryData;
/**
\brief Structure containing data describing the non-persistent state of each suspension/wheel/tire unit.
This structure is filled out in PxVehicleUpdates and PxVehicleUpdateSingleVehicleAndStoreTelemetryData
@see PxVehicleUpdates, PxVehicleUpdateSingleVehicleAndStoreTelemetryData
*/
struct PxWheelQueryResult
{
PxWheelQueryResult()
{
PxMemZero(this, sizeof(PxWheelQueryResult));
isInAir=true;
tireSurfaceType = PxU32(PxVehicleDrivableSurfaceType::eSURFACE_TYPE_UNKNOWN);
localPose = PxTransform(PxIdentity);
}
/**
\brief Start point of suspension line raycast/sweep used in the raycast/sweep completed immediately before PxVehicleUpdates.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then (0,0,0) is stored.
@see PxVehicleSuspensionRaycasts, PxVehicleSuspensionRaycasts
*/
PxVec3 suspLineStart;
/**
\brief Directions of suspension line raycast/sweep used in the raycast/sweep completed immediately before PxVehicleUpdates.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then (0,0,0) is stored.
@see PxVehicleSuspensionRaycasts, PxVehicleSuspensionRaycasts
*/
PxVec3 suspLineDir;
/**
\brief Lengths of suspension line raycast/sweep used in raycast/sweep completed immediately before PxVehicleUpdates.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then 0 is stored.
@see PxVehicleSuspensionRaycasts, PxVehicleSuspensionRaycasts
*/
PxReal suspLineLength;
/**
\brief If suspension travel limits forbid the wheel from touching the drivable surface then isInAir is true.
\note If the wheel can be placed on the contact plane of the most recent suspension line raycast/sweep then isInAir is false.
\note If #PxVehicleWheelsSimFlag::eLIMIT_SUSPENSION_EXPANSION_VELOCITY is set, then isInAir will also be true if the suspension
force is not large enough to expand to the target length in the given simulation time step.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then isInAir
is computed using the contact plane that was hit by the most recent suspension line raycast/sweep.
*/
bool isInAir;
/**
\brief PxActor instance of the driving surface under the corresponding vehicle wheel.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireContactActor is NULL.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then NULL is stored.
*/
PxActor* tireContactActor;
/**
\brief PxShape instance of the driving surface under the corresponding vehicle wheel.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireContactShape is NULL.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then NULL is stored.
*/
PxShape* tireContactShape;
/**
\brief PxMaterial instance of the driving surface under the corresponding vehicle wheel.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireSurfaceMaterial is NULL.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then NULL is stored.
*/
const PxMaterial* tireSurfaceMaterial;
/**
\brief Surface type integer that corresponds to the mapping between tireSurfaceMaterial and integer as
described in PxVehicleDrivableSurfaceToTireFrictionPairs.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireSurfaceType is
PxVehicleDrivableSurfaceType::eSURFACE_TYPE_UNKNOWN.
\note If no raycast/sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then
PxVehicleDrivableSurfaceType::eSURFACE_TYPE_UNKNOWN is stored.
@see PxVehicleDrivableSurfaceToTireFrictionPairs
*/
PxU32 tireSurfaceType;
/**
\brief Point on the drivable surface hit by the most recent suspension raycast or sweep.
\note If suspension travel limits forbid the wheel from touching the drivable surface then the contact point is (0,0,0).
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then (0,0,0) is stored.
*/
PxVec3 tireContactPoint;
/**
\brief Normal on the drivable surface at the hit point of the most recent suspension raycast or sweep.
\note If suspension travel limits forbid the wheel from touching the drivable surface then the contact normal is (0,0,0).
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then (0,0,0) is stored.
*/
PxVec3 tireContactNormal;
/**
\brief Friction experienced by the tire for the combination of tire type and surface type after accounting
for the friction vs slip graph.
\note If suspension travel limits forbid the wheel from touching the drivable surface then the tire friction is 0.
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
stored tire friction is the value computed in PxVehicleUpdates that immediately followed the last raycast or sweep.
@see PxVehicleDrivableSurfaceToTireFrictionPairs, PxVehicleTireData
*/
PxReal tireFriction;
/**
\brief Compression of the suspension spring.
\note If suspension travel limits forbid the wheel from touching the drivable surface then the jounce is -PxVehicleSuspensionData.mMaxDroop
The jounce can never exceed PxVehicleSuspensionData.mMaxCompression. Positive values result when the suspension is compressed from
the rest position, while negative values mean the suspension is elongated from the rest position.
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
suspension compression is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
*/
PxReal suspJounce;
/**
\brief Magnitude of force applied by the suspension spring along the direction of suspension travel.
\note If suspension travel limits forbid the wheel from touching the drivable surface then the force is 0
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
suspension spring force is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
@see PxVehicleWheelsSimData::getSuspTravelDirection
*/
PxReal suspSpringForce;
/**
\brief Forward direction of the wheel/tire accounting for steer/toe/camber angle projected on to the contact plane of the drivable surface.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireLongitudinalDir is (0,0,0)
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
tire longitudinal direction is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
*/
PxVec3 tireLongitudinalDir;
/**
\brief Lateral direction of the wheel/tire accounting for steer/toe/camber angle projected on to the contact plan of the drivable surface.
\note If suspension travel limits forbid the wheel from touching the drivable surface then tireLateralDir is (0,0,0)
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
tire lateral direction is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
*/
PxVec3 tireLateralDir;
/**
\brief Longitudinal slip of the tire.
\note If suspension travel limits forbid the wheel from touching the drivable surface then longitudinalSlip is 0.0
\note The longitudinal slip is approximately (w*r - vz) / PxAbs(vz) where w is the angular speed of the wheel, r is the radius of the wheel, and
vz component of rigid body velocity computed at the wheel base along the longitudinal direction of the tire.
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
tire longitudinal slip is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
*/
PxReal longitudinalSlip;
/**
\brief Lateral slip of the tire.
\note If suspension travel limits forbid the wheel from touching the drivable surface then lateralSlip is 0.0
\note The lateral slip angle is approximately PxAtan(vx / PxAbs(vz)) where vx and vz are the components of rigid body velocity at the wheel base
along the wheel's lateral and longitudinal directions, respectively.
\note If no raycast or sweep for the corresponding suspension was performed immediately prior to PxVehicleUpdates then the
tire lateral slip is computed using the contact plane that was hit by the most recent suspension line raycast or sweep.
*/
PxReal lateralSlip;
/**
\brief Steer angle of the wheel about the "up" vector accounting for input steer and toe and, if applicable, Ackermann steer correction.
@see PxVehicleWheelData::mToeAngle
*/
PxReal steerAngle;
/**
\brief Local pose of the wheel.
*/
PxTransform localPose;
};
struct PxVehicleWheelQueryResult
{
/**
\brief Pointer to an PxWheelQueryResult buffer of length nbWheelQueryResults
The wheelQueryResults buffer must persist until the end of PxVehicleUpdates
A NULL pointer is permitted.
The wheelQueryResults buffer is left unmodified in PxVehicleUpdates for vehicles with sleeping rigid bodies
whose control inputs indicate they should remain inert.
@see PxVehicleUpdates
*/
PxWheelQueryResult* wheelQueryResults;
/**
\brief The length of the wheelQueryResults buffer. This value corresponds to the
number of wheels in the associated vehicle in PxVehicleUpdates.
*/
PxU32 nbWheelQueryResults;
};
/**
\brief Structure containing data that is computed for a wheel during concurrent calls to PxVehicleUpdates
but which cannot be safely concurrently applied.
@see PxVehicleUpdates, PxVehiclePostUpdates, PxVehicleConcurrentUpdate
*/
struct PxVehicleWheelConcurrentUpdateData
{
friend class PxVehicleUpdate;
PxVehicleWheelConcurrentUpdateData()
: localPose(PxTransform(PxIdentity)),
hitActor(NULL),
hitActorForce(PxVec3(0,0,0)),
hitActorForcePosition(PxVec3(0,0,0))
{
}
private:
PxTransform localPose;
PxRigidDynamic* hitActor;
PxVec3 hitActorForce;
PxVec3 hitActorForcePosition;
};
/**
\brief Structure containing data that is computed for a vehicle and its wheels during concurrent calls to PxVehicleUpdates
but which cannot be safely concurrently applied.
@see PxVehicleUpdates, PxVehiclePostUpdates, PxVehicleWheelConcurrentUpdateData
*/
struct PxVehicleConcurrentUpdateData
{
friend class PxVehicleUpdate;
PxVehicleConcurrentUpdateData()
: concurrentWheelUpdates(NULL),
nbConcurrentWheelUpdates(0),
linearMomentumChange(PxVec3(0,0,0)),
angularMomentumChange(PxVec3(0,0,0)),
staySleeping(false),
wakeup(false)
{
}
/**
\brief Pointer to an PxVehicleWheelConcurrentUpdate buffer of length nbConcurrentWheelUpdates
The concurrentWheelUpdates buffer must persist until the end of PxVehiclePostUpdates
A NULL pointer is not permitted.
@see PxVehicleUpdates, PxVehiclePostUpdates
*/
PxVehicleWheelConcurrentUpdateData* concurrentWheelUpdates;
/**
\brief The length of the concurrentWheelUpdates buffer. This value corresponds to the
number of wheels in the associated vehicle passed to PxVehicleUpdates.
*/
PxU32 nbConcurrentWheelUpdates;
private:
PxVec3 linearMomentumChange;
PxVec3 angularMomentumChange;
bool staySleeping;
bool wakeup;
};
/**
\brief Perform raycasts for all suspension lines for all vehicles.
\param[in] batchQuery is a PxBatchQuery instance used to specify shader data and functions for the raycast scene queries.
\param[in] nbVehicles is the number of vehicles in the vehicles array.
\param[in] vehicles is an array of all vehicles that are to have a raycast issued from each wheel.
\param[in] nbSceneQueryResults must be greater than or equal to the total number of wheels of all the vehicles in the vehicles array; that is,
sceneQueryResults must have dimensions large enough for one raycast hit result per wheel for all the vehicles in the vehicles array.
\param[in] sceneQueryResults must persist without being overwritten until the end of the next PxVehicleUpdates call.
\param[in] vehiclesToRaycast is an array of bools of length nbVehicles that is used to decide if raycasts will be performed for the corresponding vehicle
in the vehicles array. If vehiclesToRaycast[i] is true then suspension line raycasts will be performed for vehicles[i]. If vehiclesToRaycast[i] is
false then suspension line raycasts will not be performed for vehicles[i].
\note If vehiclesToRaycast is NULL then raycasts are performed for all vehicles in the vehicles array.
\note If vehiclesToRaycast[i] is false then the vehicle stored in vehicles[i] will automatically use the raycast or sweep hit planes recorded by the most recent
suspension sweeps or raycasts for that vehicle. For vehicles far from the camera or not visible on the screen it can be
optimal to only perform suspension line raycasts every Nth update rather than every single update. The accuracy of the cached contact plane
naturally diminishes as N increase, meaning that wheels might start to hover or intersect the ground for large values of N or even with values close to 1 in
conjunction with large vehicle speeds and/or geometry that has low spatial coherence.
\note Calling setToRestState invalidates any cached hit planes. Prior to calling PxVehicleUpdates each vehicle needs to perform suspension line raycasts
or sweeps at least once after instantiation and at least once after calling setToRestState.
\note Each raycast casts along the suspension travel direction from the position of the top of the wheel at maximum suspension compression
to the position of the base of the wheel at maximum droop. Raycasts that start inside a PxShape are subsequently ignored by the
corresponding vehicle.
\note Only blocking hits are supported (PxQueryHitType::eBLOCK).
@see PxVehicleDrive4W::setToRestState, PxVehicleDriveNW::setToRestState, PxVehicleDriveTank::setToRestState, PxVehicleNoDrive::setToRestState
*/
void PxVehicleSuspensionRaycasts
(PxBatchQuery* batchQuery,
const PxU32 nbVehicles, PxVehicleWheels** vehicles,
const PxU32 nbSceneQueryResults, PxRaycastQueryResult* sceneQueryResults,
const bool* vehiclesToRaycast = NULL);
/**
\brief Perform sweeps for all suspension lines for all vehicles.
\param[in] batchQuery is a PxBatchQuery instance used to specify shader data and functions for the sweep scene queries.
\param[in] nbVehicles is the number of vehicles in the vehicles array.
\param[in] vehicles is an array of all vehicles that are to have a sweep issued from each wheel.
\param[in] nbSceneQueryResults must be greater than or equal to the total number of wheels of all the vehicles in the vehicles array; that is,
sceneQueryResults must have dimensions large enough for one sweep hit result per wheel for all the vehicles in the vehicles array.
\param[in] sceneQueryResults must persist without being overwritten until the end of the next PxVehicleUpdates call.
\param[in] nbHitsPerQuery is the maximum numbers of hits that will be returned for each query.
\param[in] vehiclesToSweep is an array of bools of length nbVehicles that is used to decide if sweeps will be performed for the corresponding vehicle
in the vehicles array. If vehiclesToSweep[i] is true then suspension sweeps will be performed for vehicles[i]. If vehiclesToSweep[i] is
false then suspension sweeps will not be performed for vehicles[i].
\param[in] sweepWidthScale scales the geometry of the wheel used in the sweep. Values < 1 result in a thinner swept wheel, while values > 1 result in a fatter swept wheel.
\param[in] sweepRadiusScale scales the geometry of the wheel used in the sweep. Values < 1 result in a larger swept wheel, while values > 1 result in a smaller swept wheel.
\note If vehiclesToSweep is NULL then sweeps are performed for all vehicles in the vehicles array.
\note If vehiclesToSweep[i] is false then the vehicle stored in vehicles[i] will automatically use the most recent sweep or raycast hit planes
recorded by the most recent suspension sweeps or raycasts for that vehicle. For vehicles far from the camera or not visible on the screen it can be
optimal to only perform suspension queries every Nth update rather than every single update. The accuracy of the cached contact plane
naturally diminishes as N increase, meaning that wheels might start to hover or intersect the ground for large values of N or even with values close to 1 in
conjunction with large vehicle speeds and/or geometry that has low spatial coherence.
\note Calling setToRestState invalidates any cached hit planes. Prior to calling PxVehicleUpdates each vehicle needs to perform suspension raycasts
or sweeps at least once after instantiation and at least once after calling setToRestState.
\note Each sweep casts the wheel's shape along the suspension travel direction from the position of the top of the wheel at maximum suspension compression
to the position of the base of the wheel at maximum droop. Sweeps that start inside a PxShape are subsequently ignored by the
corresponding vehicle.
\note A scale can be applied to the shape so that a modified shape is swept through the scene. The parameters sweepWidthScale and sweepRadiusScale scale the
swept wheel shape in the width and radial directions. It is sometimes a good idea to sweep a thinner wheel to allow contact with other dynamic actors to be resolved
first before attempting to drive on them.
\note Blocking hits (PxQueryHitType::eBLOCK) and non-blocking hits (PxQueryHitType::TOUCH) are supported. If the pre-and post-filter functions of the PxBatchQuery
instance are set up to return blocking hits it is recommended to set nbHitsPerQuery = 1. If the filter functions returns touch hits then it is recommended to
set nbHitsPerQuery > 1. The exact value depends on the expected complexity of the geometry that lies under the wheel. For complex geometry, especially with dynamic
objects, it is recommended to use non-blocking hits. The vehicle update function will analyze all returned hits and choose the most appropriate using the thresholds
set in PxVehicleSetSweepHitRejectionAngles.
@see PxVehicleDrive4W::setToRestState, PxVehicleDriveNW::setToRestState, PxVehicleDriveTank::setToRestState, PxVehicleNoDrive::setToRestState
@see PxBatchQuery::sweep
@see PxVehicleSetSweepHitRejectionAngles
*/
void PxVehicleSuspensionSweeps
(PxBatchQuery* batchQuery,
const PxU32 nbVehicles, PxVehicleWheels** vehicles,
const PxU32 nbSceneQueryResults, PxSweepQueryResult* sceneQueryResults, const PxU16 nbHitsPerQuery,
const bool* vehiclesToSweep = NULL,
const PxF32 sweepWidthScale = 1.0f, const PxF32 sweepRadiusScale = 1.0f);
/**
\brief A function called from PxContactModifyCallback::onContactModify. The function determines if rigid body contact points
recorded for the wheel's PxShape are likely to be duplicated and resolved by the wheel's suspension raycast. Contact points that will be
resolved by the suspension are ignored. Contact points that are accepted (rather than ignored) are modified to account for the effect of the
suspension geometry and the angular speed of the wheel.
\param[in] vehicle is a reference to the PxVehicleWheels instance that owns the wheel
\param[in] wheelId is the id of the wheel
\param[in] wheelTangentVelocityMultiplier determines the amount of wheel angular velocity that is used to modify the target relative velocity of the contact.
The target relative velocity is modified by adding a vector equal to the tangent velocity of the rotating wheel at the contact point and scaled by
wheelTangentVelocityMultiplier. The value of wheelTangentVelocityMultiplier is limited to the range (0,1). Higher values mimic higher values of friction
and tire load, while lower values mimic lower values of friction and tire load.
\param[in] maxImpulse determines the maximum impulse strength that the contacts can apply when a wheel is in contact with a PxRigidDynamic. This value is ignored for
contacts with PxRigidStatic instances.
\param[in,out] contactModifyPair describes the set of contacts involving the PxShape of the specified wheel and one other shape. The contacts in the contact set are
ignored or modified as required.
\note[in] Contact points are accepted or rejected using the threshold angles specified in the function PxVehicleSetSweepHitRejectionAngles.
\note If a contact point is not rejected it is modified to account for the wheel rotation speed.
\note Set maxImpulse to PX_MAX_F32 to allow any impulse value to be applied.
\note Reduce maxImpulse if the wheels are frequently colliding with light objects with mass much less than the vehicle's mass.
Reducing this value encourages numerical stability.
@see PxContactModifyCallback::onContactModify, PxVehicleSetSweepHitRejectionAngles
*/
PxU32 PxVehicleModifyWheelContacts
(const PxVehicleWheels& vehicle, const PxU32 wheelId,
const PxF32 wheelTangentVelocityMultiplier, const PxReal maxImpulse,
PxContactModifyPair& contactModifyPair);
/**
\brief Update an array of vehicles by either applying an acceleration to the rigid body actor associated with
each vehicle or by an immediate update of the velocity of the actor.
\note The update mode (acceleration or velocity change) can be selected with PxVehicleSetUpdateMode.
\param[in] timestep is the timestep of the update
\param[in] gravity is the value of gravitational acceleration
\param[in] vehicleDrivableSurfaceToTireFrictionPairs describes the mapping between each PxMaterial ptr and an integer representing a
surface type. It also stores the friction value for each combination of surface and tire type.
\param[in] nbVehicles is the number of vehicles pointers in the vehicles array
\param[in,out] vehicles is an array of length nbVehicles containing all vehicles to be updated by the specified timestep
\param[out] vehicleWheelQueryResults is an array of length nbVehicles storing the wheel query results of each corresponding vehicle and wheel in the
vehicles array. A NULL pointer is permitted.
\param[out] vehicleConcurrentUpdates is an array of length nbVehicles. It is only necessary to specify vehicleConcurrentUpdates if PxVehicleUpdates is
called concurrently. The element vehicleWheelQueryResults[i] of the array stores data that is computed for vehicle[i] during PxVehicleUpdates but which
cannot be safely written when concurrently called. The data computed and stored in vehicleConcurrentUpdates must be passed to PxVehiclePostUpdates, where
it is applied to all relevant actors in sequence. A NULL pointer is permitted.
\note The vehicleWheelQueryResults buffer must persist until the end of PxVehicleUpdates.
\note The vehicleWheelQueryResults buffer is left unmodified for vehicles with sleeping rigid bodies whose control inputs indicate they should remain inert.
\note If PxVehicleUpdates is called concurrently then vehicleConcurrentUpdates must be specified. Do not specify vehicleConcurrentUpdates is PxVehicleUpdates
is not called concurrently.
\note The vehicleConcurrentUpdates buffer must persist until the end of PxVehiclePostUpdate.
\note If any vehicle has one or more disabled wheels (PxVehicleWheelsSimData::disableWheel) then the disabled wheels must not be associated
with a PxShape (PxVehicleWheelsSimData::setWheelShapeMapping); the differential of the vehicle must be configured so that no drive torque
is delivered to a disabled wheel; and the wheel must have zero rotation speed (PxVehicleWheelsDynData::setWheelRotationSpeed)
\note PxVehicleUpdates may be called concurrently provided all concurrent calls to PxVehicleUpdates involve only vehicles in the scene specified by PxVehicleUpdateSetScene.
PxVehicleUpdates must never run concurrently with PxVehicleUpdateSingleVehicleAndStoreTelemetryData.
@see PxVehicleSetUpdateMode, PxVehicleWheelsSimData::disableWheel, PxVehicleWheelsSimData::setWheelShapeMapping, PxVehicleWheelsDynData::setWheelRotationSpeed,
PxVehiclePostUpdates
*/
void PxVehicleUpdates(
const PxReal timestep, const PxVec3& gravity,
const PxVehicleDrivableSurfaceToTireFrictionPairs& vehicleDrivableSurfaceToTireFrictionPairs,
const PxU32 nbVehicles, PxVehicleWheels** vehicles, PxVehicleWheelQueryResult* vehicleWheelQueryResults, PxVehicleConcurrentUpdateData* vehicleConcurrentUpdates = NULL);
/**
\brief Apply actor changes that were computed in concurrent calls to PxVehicleUpdates but which could not be safely applied due to the concurrency.
\param[in] vehicleConcurrentUpdates is an array of length nbVehicles where vehicleConcurrentUpdates[i] contains data describing actor changes that
were computed for vehicles[i] during concurrent calls to PxVehicleUpdates.
\param[in] nbVehicles is the number of vehicles pointers in the vehicles array
\param[in,out] vehicles is an array of length nbVehicles containing all vehicles that were partially updated in concurrent calls to PxVehicleUpdates.
@see PxVehicleUpdates
*/
void PxVehiclePostUpdates(
const PxVehicleConcurrentUpdateData* vehicleConcurrentUpdates, const PxU32 nbVehicles, PxVehicleWheels** vehicles);
/**
\brief Shift the origin of vehicles by the specified vector.
Call this method to adjust the internal data structures of vehicles to reflect the shifted origin location
(the shift vector will get subtracted from all world space spatial data).
\note It is the user's responsibility to keep track of the summed total origin shift and adjust all input/output to/from PhysXVehicle accordingly.
\note This call will not automatically shift the PhysX scene and its objects. You need to call PxScene::shiftOrigin() seperately to keep the systems in sync.
\param[in] shift is the translation vector to shift the origin by.
\param[in] nbVehicles is the number of vehicles in the vehicles array.
\param[in,out] vehicles is an array of all vehicles that should be updated to map to the new scene origin.
*/
void PxVehicleShiftOrigin(const PxVec3& shift, const PxU32 nbVehicles, PxVehicleWheels** vehicles);
#if PX_DEBUG_VEHICLE_ON
/**
\brief Update an single vehicle by either applying an acceleration to the rigid body actor associated with
each vehicle or by an immediate update of the velocity of the actor. Also record telemetry data from the
vehicle so that it may be visualized or queried.
\note The update mode (acceleration or velocity change) can be selected with PxVehicleSetUpdateMode.
\param[in] timestep is the timestep of the update
\param[in] gravity is the value of gravitational acceleration
\param[in] vehicleDrivableSurfaceToTireFrictionPairs describes the mapping between each PxMaterial ptr and an integer representing a
surface type. It also stores the friction value for each combination of surface and tire type.
\param[in,out] focusVehicle is the vehicle to be updated and have its telemetry data recorded
\param[out] vehicleWheelQueryResults is an array of length 1 storing the wheel query results of each wheel of the vehicle/
A NULL pointer is permitted.
\param[out] telemetryData is the data structure used to record telemetry data during the update for later query or visualization
\note The vehicleWheelQueryResults buffer must persist until the end of PxVehicleUpdates
\note The vehicleWheelQueryResults buffer is left unmodified for vehicles with sleeping rigid bodies whose control inputs indicate they should remain inert.
\note PxVehicleUpdateSingleVehicleAndStoreTelemetryData is not thread-safe. As a consequence, it must run sequentially and never concurrently with PxVehicleUpdates
@see PxVehicleSetUpdateMode, PxVehicleTelemetryData
*/
void PxVehicleUpdateSingleVehicleAndStoreTelemetryData
(const PxReal timestep, const PxVec3& gravity,
const PxVehicleDrivableSurfaceToTireFrictionPairs& vehicleDrivableSurfaceToTireFrictionPairs,
PxVehicleWheels* focusVehicle, PxVehicleWheelQueryResult* vehicleWheelQueryResults,
PxVehicleTelemetryData& telemetryData);
#endif
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif //PX_VEHICLE_UPDATE_H