Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtContactJoint.cpp

250 lines
7.8 KiB
C++

//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// 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.
#include "ExtContactJoint.h"
#include "PxPhysics.h"
using namespace physx;
using namespace Ext;
PxContactJoint* physx::PxContactJointCreate(PxPhysics& physics, PxRigidActor* actor0, const PxTransform& localFrame0, PxRigidActor* actor1, const PxTransform& localFrame1)
{
PX_CHECK_AND_RETURN_NULL(localFrame0.isSane(), "PxContactJointCreate: local frame 0 is not a valid transform");
PX_CHECK_AND_RETURN_NULL(localFrame1.isSane(), "PxContactJointCreate: local frame 1 is not a valid transform");
PX_CHECK_AND_RETURN_NULL(actor0 != actor1, "PxContactJointCreate: actors must be different");
PX_CHECK_AND_RETURN_NULL((actor0 && actor0->is<PxRigidBody>()) || (actor1 && actor1->is<PxRigidBody>()), "PxContactJointCreate: at least one actor must be dynamic");
ContactJoint* j;
PX_NEW_SERIALIZED(j, ContactJoint)(physics.getTolerancesScale(), actor0, localFrame0, actor1, localFrame1);
if (j->attach(physics, actor0, actor1))
return j;
PX_DELETE(j);
return NULL;
}
PxVec3 ContactJoint::getContact() const
{
return data().contact;
}
void ContactJoint::setContact(const PxVec3& contact)
{
PX_CHECK_AND_RETURN(contact.isFinite(), "PxContactJoint::setContact: invalid parameter");
data().contact = contact;
markDirty();
}
PxVec3 ContactJoint::getContactNormal() const
{
return data().normal;
}
void ContactJoint::setContactNormal(const PxVec3& normal)
{
PX_CHECK_AND_RETURN(normal.isFinite(), "PxContactJoint::setContactNormal: invalid parameter");
data().normal = normal;
markDirty();
}
PxReal ContactJoint::getPenetration() const
{
return data().penetration;
}
void ContactJoint::setPenetration(PxReal penetration)
{
PX_CHECK_AND_RETURN(PxIsFinite(penetration), "ContactJoint::setPenetration: invalid parameter");
data().penetration = penetration;
markDirty();
}
PxReal ContactJoint::getResititution() const
{
return data().restitution;
}
void ContactJoint::setResititution(const PxReal restitution)
{
PX_CHECK_AND_RETURN(PxIsFinite(restitution) && restitution >= 0.f && restitution <= 1.f, "ContactJoint::setResititution: invalid parameter");
data().restitution = restitution;
markDirty();
}
PxReal ContactJoint::getBounceThreshold() const
{
return data().bounceThreshold;
}
void ContactJoint::setBounceThreshold(const PxReal bounceThreshold)
{
PX_CHECK_AND_RETURN(PxIsFinite(bounceThreshold) && bounceThreshold > 0.f, "ContactJoint::setBounceThreshold: invalid parameter");
data().bounceThreshold = bounceThreshold;
markDirty();
}
bool ContactJoint::attach(PxPhysics &physics, PxRigidActor* actor0, PxRigidActor* actor1)
{
mPxConstraint = physics.createConstraint(actor0, actor1, *this, sShaders, sizeof(ContactJointData));
return mPxConstraint != NULL;
}
void ContactJoint::exportExtraData(PxSerializationContext& stream)
{
if (mData)
{
stream.alignData(PX_SERIAL_ALIGN);
stream.writeData(mData, sizeof(ContactJointData));
}
stream.writeName(mName);
}
void ContactJoint::importExtraData(PxDeserializationContext& context)
{
if (mData)
mData = context.readExtraData<ContactJointData, PX_SERIAL_ALIGN>();
context.readName(mName);
}
void ContactJoint::resolveReferences(PxDeserializationContext& context)
{
setPxConstraint(resolveConstraintPtr(context, getPxConstraint(), getConnector(), sShaders));
}
void ContactJoint::computeJacobians(PxJacobianRow* jacobian) const
{
const PxVec3 cp = data().contact;
const PxVec3 normal = data().normal;
PxRigidActor* actor0, *actor1;
this->getActors(actor0, actor1);
PxVec3 raXn(0.f), rbXn(0.f);
if (actor0 && actor0->is<PxRigidBody>())
{
PxRigidBody* dyn = actor0->is<PxRigidBody>();
PxTransform cmassPose = dyn->getGlobalPose() * dyn->getCMassLocalPose();
raXn = (cp - cmassPose.p).cross(normal);
}
if (actor1 && actor1->is<PxRigidBody>())
{
PxRigidBody* dyn = actor1->is<PxRigidBody>();
PxTransform cmassPose = dyn->getGlobalPose() * dyn->getCMassLocalPose();
rbXn = (cp - cmassPose.p).cross(normal);
}
jacobian->linear0 = normal;
jacobian->angular0 = raXn;
jacobian->linear1 = -normal;
jacobian->angular1 = -rbXn;
}
PxU32 ContactJoint::getNbJacobianRows() const
{
return 1;
}
ContactJoint* ContactJoint::createObject(PxU8*& address, PxDeserializationContext& context)
{
ContactJoint* obj = new (address) ContactJoint(PxBaseFlag::eIS_RELEASABLE);
address += sizeof(ContactJoint);
obj->importExtraData(context);
obj->resolveReferences(context);
return obj;
}
// global function to share the joint shaders with API capture
const PxConstraintShaderTable* Ext::GetContactJointShaderTable()
{
return &ContactJoint::getConstraintShaderTable();
}
//~PX_SERIALIZATION
static void ContactJointProject(const void* /*constantBlock*/, PxTransform& /*bodyAToWorld*/, PxTransform& /*bodyBToWorld*/, bool /*projectToA*/)
{
// Not required
}
static void ContactJointVisualize(PxConstraintVisualizer& /*viz*/, const void* /*constantBlock*/, const PxTransform& /*body0Transform*/, const PxTransform& /*body1Transform*/, PxU32 /*flags*/)
{
//TODO
}
static PxU32 ContactJointSolverPrep(Px1DConstraint* constraints,
PxVec3& body0WorldOffset,
PxU32 /*maxConstraints*/,
PxConstraintInvMassScale& /*invMassScale*/,
const void* constantBlock,
const PxTransform& bA2w,
const PxTransform& bB2w,
bool,
PxVec3& cA2wOut, PxVec3& cB2wOut)
{
const ContactJointData& data = *reinterpret_cast<const ContactJointData*>(constantBlock);
const PxVec3& contact = data.contact;
const PxVec3& normal = data.normal;
cA2wOut = contact;
cB2wOut = contact;
const PxVec3 ra = contact - bA2w.p;
const PxVec3 rb = contact - bB2w.p;
body0WorldOffset = PxVec3(0.f);
Px1DConstraint& con = constraints[0];
con.linear0 = normal;
con.linear1 = normal;
con.angular0 = ra.cross(normal);
con.angular1 = rb.cross(normal);
con.geometricError = data.penetration;
con.minImpulse = 0.f;
con.maxImpulse = PX_MAX_F32;
con.velocityTarget = 0.f;
con.forInternalUse = 0.f;
con.solveHint = 0;
con.flags = Px1DConstraintFlag::eOUTPUT_FORCE;
con.mods.bounce.restitution = data.restitution;
con.mods.bounce.velocityThreshold = data.bounceThreshold;
return 1;
}
PxConstraintShaderTable Ext::ContactJoint::sShaders = { ContactJointSolverPrep, ContactJointProject, ContactJointVisualize, PxConstraintFlag::Enum(0) };