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

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11 KiB
C++

//
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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 "ExtDistanceJoint.h"
#include "ExtConstraintHelper.h"
#include "PxPhysics.h"
using namespace physx;
using namespace Ext;
PxDistanceJoint* physx::PxDistanceJointCreate(PxPhysics& physics, PxRigidActor* actor0, const PxTransform& localFrame0, PxRigidActor* actor1, const PxTransform& localFrame1)
{
PX_CHECK_AND_RETURN_NULL(localFrame0.isSane(), "PxDistanceJointCreate: local frame 0 is not a valid transform");
PX_CHECK_AND_RETURN_NULL(localFrame1.isSane(), "PxDistanceJointCreate: local frame 1 is not a valid transform");
PX_CHECK_AND_RETURN_NULL(actor0 != actor1, "PxDistanceJointCreate: actors must be different");
PX_CHECK_AND_RETURN_NULL((actor0 && actor0->is<PxRigidBody>()) || (actor1 && actor1->is<PxRigidBody>()), "PxD6JointCreate: at least one actor must be dynamic");
DistanceJoint* j;
PX_NEW_SERIALIZED(j, DistanceJoint)(physics.getTolerancesScale(), actor0, localFrame0, actor1, localFrame1);
if(j->attach(physics, actor0, actor1))
return j;
PX_DELETE(j);
return NULL;
}
PxReal DistanceJoint::getDistance() const
{
return getRelativeTransform().p.magnitude();
}
void DistanceJoint::setMinDistance(PxReal distance)
{
PX_CHECK_AND_RETURN(PxIsFinite(distance), "PxDistanceJoint::setMinDistance: invalid parameter");
data().minDistance = distance;
markDirty();
}
PxReal DistanceJoint::getMinDistance() const
{
return data().minDistance;
}
void DistanceJoint::setMaxDistance(PxReal distance)
{
PX_CHECK_AND_RETURN(PxIsFinite(distance), "PxDistanceJoint::setMaxDistance: invalid parameter");
data().maxDistance = distance;
markDirty();
}
PxReal DistanceJoint::getMaxDistance() const
{
return data().maxDistance;
}
void DistanceJoint::setTolerance(PxReal tolerance)
{
PX_CHECK_AND_RETURN(PxIsFinite(tolerance), "PxDistanceJoint::setTolerance: invalid parameter");
data().tolerance = tolerance;
markDirty();
}
PxReal DistanceJoint::getTolerance() const
{
return data().tolerance;
}
void DistanceJoint::setStiffness(PxReal stiffness)
{
PX_CHECK_AND_RETURN(PxIsFinite(stiffness), "PxDistanceJoint::setStiffness: invalid parameter");
data().stiffness = stiffness;
markDirty();
}
PxReal DistanceJoint::getStiffness() const
{
return data().stiffness;
}
void DistanceJoint::setDamping(PxReal damping)
{
PX_CHECK_AND_RETURN(PxIsFinite(damping), "PxDistanceJoint::setDamping: invalid parameter");
data().damping = damping;
markDirty();
}
PxReal DistanceJoint::getDamping() const
{
return data().damping;
}
PxDistanceJointFlags DistanceJoint::getDistanceJointFlags(void) const
{
return data().jointFlags;
}
void DistanceJoint::setDistanceJointFlags(PxDistanceJointFlags flags)
{
data().jointFlags = flags;
markDirty();
}
void DistanceJoint::setDistanceJointFlag(PxDistanceJointFlag::Enum flag, bool value)
{
if(value)
data().jointFlags |= flag;
else
data().jointFlags &= ~flag;
markDirty();
}
bool DistanceJoint::attach(PxPhysics &physics, PxRigidActor* actor0, PxRigidActor* actor1)
{
mPxConstraint = physics.createConstraint(actor0, actor1, *this, sShaders, sizeof(DistanceJointData));
return mPxConstraint!=NULL;
}
void DistanceJoint::exportExtraData(PxSerializationContext& stream)
{
if(mData)
{
stream.alignData(PX_SERIAL_ALIGN);
stream.writeData(mData, sizeof(DistanceJointData));
}
stream.writeName(mName);
}
void DistanceJoint::importExtraData(PxDeserializationContext& context)
{
if(mData)
mData = context.readExtraData<DistanceJointData, PX_SERIAL_ALIGN>();
context.readName(mName);
}
void DistanceJoint::resolveReferences(PxDeserializationContext& context)
{
setPxConstraint(resolveConstraintPtr(context, getPxConstraint(), getConnector(), sShaders));
}
DistanceJoint* DistanceJoint::createObject(PxU8*& address, PxDeserializationContext& context)
{
DistanceJoint* obj = new (address) DistanceJoint(PxBaseFlag::eIS_RELEASABLE);
address += sizeof(DistanceJoint);
obj->importExtraData(context);
obj->resolveReferences(context);
return obj;
}
// global function to share the joint shaders with API capture
const PxConstraintShaderTable* Ext::GetDistanceJointShaderTable()
{
return &DistanceJoint::getConstraintShaderTable();
}
//~PX_SERIALIZATION
static void DistanceJointProject(const void* /*constantBlock*/, PxTransform& /*bodyAToWorld*/, PxTransform& /*bodyBToWorld*/, bool /*projectToA*/)
{
// TODO
}
static void DistanceJointVisualize(PxConstraintVisualizer& viz, const void* constantBlock, const PxTransform& body0Transform, const PxTransform& body1Transform, PxU32 flags)
{
const DistanceJointData& data = *reinterpret_cast<const DistanceJointData*>(constantBlock);
PxTransform cA2w, cB2w;
joint::computeJointFrames(cA2w, cB2w, data, body0Transform, body1Transform);
if(flags & PxConstraintVisualizationFlag::eLOCAL_FRAMES)
viz.visualizeJointFrames(cA2w, cB2w);
// PT: we consider the following is part of the joint's "limits" since that's the only available flag we have
if(flags & PxConstraintVisualizationFlag::eLIMITS)
{
const bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED);
const bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED);
if(!enforceMin && !enforceMax)
return;
PxVec3 dir = cB2w.p - cA2w.p;
const float currentDist = dir.normalize();
PxU32 color = 0x00ff00;
if(enforceMax && currentDist>data.maxDistance)
color = 0xff0000;
if(enforceMin && currentDist<data.minDistance)
color = 0x0000ff;
viz.visualizeLine(cA2w.p, cB2w.p, color);
}
}
PX_FORCE_INLINE void setupContraint(Px1DConstraint& c, const PxVec3& direction, const PxVec3& angular0, const PxVec3& angular1, const DistanceJointData& data)
{
// constraint is breakable, so we need to output forces
c.flags = Px1DConstraintFlag::eOUTPUT_FORCE;
c.linear0 = direction; c.angular0 = angular0;
c.linear1 = direction; c.angular1 = angular1;
if(data.jointFlags & PxDistanceJointFlag::eSPRING_ENABLED)
{
c.flags |= Px1DConstraintFlag::eSPRING;
c.mods.spring.stiffness= data.stiffness;
c.mods.spring.damping = data.damping;
}
}
static PxU32 DistanceJointSolverPrep(Px1DConstraint* constraints,
PxVec3& body0WorldOffset,
PxU32 /*maxConstraints*/,
PxConstraintInvMassScale& invMassScale,
const void* constantBlock,
const PxTransform& bA2w,
const PxTransform& bB2w,
bool /*useExtendedLimits*/,
PxVec3& cA2wOut, PxVec3& cB2wOut)
{
const DistanceJointData& data = *reinterpret_cast<const DistanceJointData*>(constantBlock);
PxTransform cA2w, cB2w;
joint::ConstraintHelper ch(constraints, invMassScale, cA2w, cB2w, body0WorldOffset, data, bA2w, bB2w);
cA2wOut = cB2w.p;
cB2wOut = cB2w.p;
PxVec3 direction = cA2w.p - cB2w.p;
const PxReal distance = direction.normalize();
const bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED);
const bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED);
#define EPS_REAL 1.192092896e-07F
if(distance < EPS_REAL)
direction = PxVec3(1.0f, 0.0f, 0.0f);
Px1DConstraint* c = constraints;
const PxVec3 angular0 = ch.getRa().cross(direction);
const PxVec3 angular1 = ch.getRb().cross(direction);
setupContraint(*c, direction, angular0, angular1, data);
//add tolerance so we don't have contact-style jitter problem.
if(data.minDistance == data.maxDistance && enforceMin && enforceMax)
{
const PxReal error = distance - data.maxDistance;
c->geometricError = error > data.tolerance ? error - data.tolerance :
error < -data.tolerance ? error + data.tolerance : 0.0f;
}
else if(enforceMax && distance > data.maxDistance)
{
c->geometricError = distance - data.maxDistance - data.tolerance;
c->maxImpulse = 0.0f;
}
else if(enforceMin && distance < data.minDistance)
{
c->geometricError = distance - data.minDistance + data.tolerance;
c->minImpulse = 0.0f;
}
else
{
if(enforceMin && enforceMax)
{
// since we dont know the current rigid velocity, we need to insert row for both limits
Px1DConstraint* minConstraint = constraints;
minConstraint->geometricError = distance - data.minDistance;
minConstraint->minImpulse = 0.0f;
minConstraint->maxImpulse = FLT_MAX;
minConstraint->flags |= Px1DConstraintFlag::eKEEPBIAS;
Px1DConstraint* maxConstraint = constraints;
maxConstraint++;
setupContraint(*maxConstraint, direction, angular0, angular1, data);
maxConstraint->geometricError = distance - data.maxDistance;
maxConstraint->minImpulse = -FLT_MAX;
maxConstraint->maxImpulse = 0.0f;
maxConstraint->flags |= Px1DConstraintFlag::eKEEPBIAS;
return 2;
}
else if(enforceMax)
{
c->geometricError = distance - data.maxDistance;
c->minImpulse = -FLT_MAX;
c->maxImpulse = 0.0f;
c->flags |= Px1DConstraintFlag::eKEEPBIAS;
return 0;
}
else if(enforceMin)
{
c->geometricError = distance - data.minDistance;
c->minImpulse = 0.0f;
c->maxImpulse = FLT_MAX;
c->flags |= Px1DConstraintFlag::eKEEPBIAS;
return 0;
}
}
return 1;
}
PxConstraintShaderTable Ext::DistanceJoint::sShaders = { DistanceJointSolverPrep, DistanceJointProject, DistanceJointVisualize, PxConstraintFlag::Enum(0) };