Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtD6JointCreate.cpp

290 lines
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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 "foundation/PxMathUtils.h"
#include "extensions/PxD6JointCreate.h"
#include "extensions/PxD6Joint.h"
#include "extensions/PxFixedJoint.h"
#include "extensions/PxRevoluteJoint.h"
#include "extensions/PxSphericalJoint.h"
#include "extensions/PxPrismaticJoint.h"
#include "extensions/PxDistanceJoint.h"
#include "PxPhysics.h"
using namespace physx;
static const PxVec3 gX(1.0f, 0.0f, 0.0f);
static void setRotY(PxMat33& m, PxReal angle)
{
m = PxMat33(PxIdentity);
const PxReal cos = cosf(angle);
const PxReal sin = sinf(angle);
m[0][0] = m[2][2] = cos;
m[0][2] = -sin;
m[2][0] = sin;
}
static void setRotZ(PxMat33& m, PxReal angle)
{
m = PxMat33(PxIdentity);
const PxReal cos = cosf(angle);
const PxReal sin = sinf(angle);
m[0][0] = m[1][1] = cos;
m[0][1] = sin;
m[1][0] = -sin;
}
static PxQuat getRotYQuat(float angle)
{
PxMat33 m;
setRotY(m, angle);
return PxQuat(m);
}
static PxQuat getRotZQuat(float angle)
{
PxMat33 m;
setRotZ(m, angle);
return PxQuat(m);
}
PxJoint* physx::PxD6JointCreate_Fixed(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, bool useD6)
{
const PxTransform jointFrame0(localPos0);
const PxTransform jointFrame1(localPos1);
if(useD6)
// PT: by default all D6 axes are locked, i.e. it is a fixed joint.
return PxD6JointCreate(physics, actor0, jointFrame0, actor1, jointFrame1);
else
return PxFixedJointCreate(physics, actor0, jointFrame0, actor1, jointFrame1);
}
PxJoint* physx::PxD6JointCreate_Distance(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float maxDist, bool useD6)
{
const PxTransform localFrame0(localPos0);
const PxTransform localFrame1(localPos1);
if(useD6)
{
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eX, PxD6Motion::eLIMITED);
j->setMotion(PxD6Axis::eY, PxD6Motion::eLIMITED);
j->setMotion(PxD6Axis::eZ, PxD6Motion::eLIMITED);
j->setDistanceLimit(PxJointLinearLimit(PxTolerancesScale(), maxDist));
return j;
}
else
{
PxDistanceJoint* j = PxDistanceJointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setDistanceJointFlag(PxDistanceJointFlag::eMAX_DISTANCE_ENABLED, true);
j->setMaxDistance(maxDist);
return j;
}
}
PxJoint* physx::PxD6JointCreate_Prismatic(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6)
{
const PxQuat q = PxShortestRotation(gX, axis);
const PxTransform localFrame0(localPos0, q);
const PxTransform localFrame1(localPos1, q);
const PxJointLinearLimitPair limit(PxTolerancesScale(), minLimit, maxLimit);
if(useD6)
{
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
if(minLimit==maxLimit)
j->setMotion(PxD6Axis::eX, PxD6Motion::eLOCKED);
else if(minLimit>maxLimit)
j->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
else// if(minLimit<maxLimit)
{
j->setMotion(PxD6Axis::eX, PxD6Motion::eLIMITED);
j->setLinearLimit(PxD6Axis::eX, limit);
}
return j;
}
else
{
PxPrismaticJoint* j = PxPrismaticJointCreate(physics, actor0, localFrame0, actor1, localFrame1);
if(minLimit<maxLimit)
{
j->setPrismaticJointFlag(PxPrismaticJointFlag::eLIMIT_ENABLED, true);
j->setLimit(limit);
}
return j;
}
}
PxJoint* physx::PxD6JointCreate_Revolute(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6)
{
const PxQuat q = PxShortestRotation(gX, axis);
const PxTransform localFrame0(localPos0, q);
const PxTransform localFrame1(localPos1, q);
const PxJointAngularLimitPair limit(minLimit, maxLimit);
if(useD6)
{
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
if(minLimit==maxLimit)
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eLOCKED);
else if(minLimit>maxLimit)
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
else// if(minLimit<maxLimit)
{
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eLIMITED);
j->setTwistLimit(limit);
}
return j;
}
else
{
PxRevoluteJoint* j = PxRevoluteJointCreate(physics, actor0, localFrame0, actor1, localFrame1);
if(minLimit<maxLimit)
{
j->setRevoluteJointFlag(PxRevoluteJointFlag::eLIMIT_ENABLED, true);
j->setLimit(limit);
}
return j;
}
}
PxJoint* physx::PxD6JointCreate_Spherical(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float limit1, float limit2, bool useD6)
{
const PxQuat q = PxShortestRotation(gX, axis);
const PxTransform localFrame0(localPos0, q);
const PxTransform localFrame1(localPos1, q);
const PxJointLimitCone limit(limit1, limit2);
if(useD6)
{
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
if(limit1>0.0f && limit2>0.0f)
{
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eLIMITED);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eLIMITED);
j->setSwingLimit(limit);
}
else
{
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
}
return j;
}
else
{
PxSphericalJoint* j = PxSphericalJointCreate(physics, actor0, localFrame0, actor1, localFrame1);
if(limit1>0.0f && limit2>0.0f)
{
j->setSphericalJointFlag(PxSphericalJointFlag::eLIMIT_ENABLED, true);
j->setLimitCone(limit);
}
return j;
}
}
PxJoint* physx::PxD6JointCreate_GenericCone(float& apiroty, float& apirotz, PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6)
{
const float DesiredMinSwingY = minLimit1;
const float DesiredMaxSwingY = maxLimit1;
const float DesiredMinSwingZ = minLimit2;
const float DesiredMaxSwingZ = maxLimit2;
const float APIMaxY = (DesiredMaxSwingY - DesiredMinSwingY)*0.5f;
const float APIMaxZ = (DesiredMaxSwingZ - DesiredMinSwingZ)*0.5f;
const float APIRotY = (DesiredMaxSwingY + DesiredMinSwingY)*0.5f;
const float APIRotZ = (DesiredMaxSwingZ + DesiredMinSwingZ)*0.5f;
apiroty = APIRotY;
apirotz = APIRotZ;
const PxQuat RotY = getRotYQuat(APIRotY);
const PxQuat RotZ = getRotZQuat(APIRotZ);
const PxQuat Rot = RotY * RotZ;
const PxTransform localFrame0(localPos0, Rot);
const PxTransform localFrame1(localPos1);
const PxJointLimitCone limit(APIMaxY, APIMaxZ);
if(useD6)
{
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eLIMITED);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eLIMITED);
j->setSwingLimit(limit);
return j;
}
else
{
PxSphericalJoint* j = PxSphericalJointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setSphericalJointFlag(PxSphericalJointFlag::eLIMIT_ENABLED, true);
j->setLimitCone(limit);
return j;
}
}
PxJoint* physx::PxD6JointCreate_Pyramid(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis,
float minLimit1, float maxLimit1, float minLimit2, float maxLimit2)
{
const PxQuat q = PxShortestRotation(gX, axis);
const PxTransform localFrame0(localPos0, q);
const PxTransform localFrame1(localPos1, q);
const PxJointLimitPyramid limit(minLimit1, maxLimit1, minLimit2, maxLimit2);
PxD6Joint* j = PxD6JointCreate(physics, actor0, localFrame0, actor1, localFrame1);
j->setMotion(PxD6Axis::eTWIST, PxD6Motion::eFREE);
if(limit.isValid())
{
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eLIMITED);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eLIMITED);
j->setPyramidSwingLimit(limit);
}
else
{
j->setMotion(PxD6Axis::eSWING1, PxD6Motion::eFREE);
j->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
}
return j;
}