Projekt_Grafika/dependencies/physx-4.1/source/physxextensions/src/ExtJoint.h

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//
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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.
#ifndef NP_JOINTCONSTRAINT_H
#define NP_JOINTCONSTRAINT_H
#include "extensions/PxConstraintExt.h"
#include "PxRigidStatic.h"
#include "PxRigidDynamic.h"
#include "PxScene.h"
#include "PsAllocator.h"
#include "PsMathUtils.h"
#include "CmUtils.h"
#include "PsFoundation.h"
#include "ExtJointData.h"
#if PX_SUPPORT_PVD
#include "pvd/PxPvdSceneClient.h"
#include "ExtPvd.h"
#include "PxPvdClient.h"
#endif
// PX_SERIALIZATION
namespace physx
{
class PxDeserializationContext;
PxConstraint* resolveConstraintPtr(PxDeserializationContext& v, PxConstraint* old, PxConstraintConnector* connector, PxConstraintShaderTable& shaders);
// ~PX_SERIALIZATION
namespace Ext
{
template <class Base, class ValueStruct>
class Joint : public Base,
public PxConstraintConnector,
public shdfnd::UserAllocated
{
public:
// PX_SERIALIZATION
Joint(PxBaseFlags baseFlags) : Base(baseFlags) {}
virtual void preExportDataReset(){}
virtual void requiresObjects(PxProcessPxBaseCallback& c)
{
c.process(*mPxConstraint);
{
PxRigidActor* a0 = NULL;
PxRigidActor* a1 = NULL;
mPxConstraint->getActors(a0,a1);
if (a0)
{
c.process(*a0);
}
if (a1)
{
c.process(*a1);
}
}
}
//~PX_SERIALIZATION
#if PX_SUPPORT_PVD
// PxConstraintConnector
virtual bool updatePvdProperties(physx::pvdsdk::PvdDataStream& pvdConnection, const PxConstraint* c, PxPvdUpdateType::Enum updateType) const
{
if(updateType == PxPvdUpdateType::UPDATE_SIM_PROPERTIES)
{
Ext::Pvd::simUpdate<Base>(pvdConnection, *this);
return true;
}
else if(updateType == PxPvdUpdateType::UPDATE_ALL_PROPERTIES)
{
Ext::Pvd::updatePvdProperties<Base, ValueStruct>(pvdConnection, *this);
return true;
}
else if(updateType == PxPvdUpdateType::CREATE_INSTANCE)
{
Ext::Pvd::createPvdInstance<Base>(pvdConnection, *c, *this);
return true;
}
else if(updateType == PxPvdUpdateType::RELEASE_INSTANCE)
{
Ext::Pvd::releasePvdInstance(pvdConnection, *c, *this);
return true;
}
return false;
}
#else
virtual bool updatePvdProperties(physx::pvdsdk::PvdDataStream&, const PxConstraint*, PxPvdUpdateType::Enum) const
{
return false;
}
#endif
// PxJoint
virtual void setActors(PxRigidActor* actor0, PxRigidActor* actor1)
{
//TODO SDK-DEV
//You can get the debugger stream from the NpScene
//Ext::Pvd::setActors( stream, this, mPxConstraint, actor0, actor1 );
PX_CHECK_AND_RETURN(actor0 != actor1, "PxJoint::setActors: actors must be different");
PX_CHECK_AND_RETURN((actor0 && !actor0->is<PxRigidStatic>()) || (actor1 && !actor1->is<PxRigidStatic>()), "PxJoint::setActors: at least one actor must be non-static");
#if PX_SUPPORT_PVD
PxScene* scene = getScene();
if(scene)
{
//if pvd not connect data stream is NULL
physx::pvdsdk::PvdDataStream* conn = scene->getScenePvdClient()->getClientInternal()->getDataStream();
if( conn != NULL )
Ext::Pvd::setActors(
*conn,
*this,
*mPxConstraint,
actor0,
actor1
);
}
#endif
mPxConstraint->setActors(actor0, actor1);
mData->c2b[0] = getCom(actor0).transformInv(mLocalPose[0]);
mData->c2b[1] = getCom(actor1).transformInv(mLocalPose[1]);
mPxConstraint->markDirty();
}
// PxJoint
virtual void getActors(PxRigidActor*& actor0, PxRigidActor*& actor1) const
{
if ( mPxConstraint ) mPxConstraint->getActors(actor0,actor1);
else
{
actor0 = NULL;
actor1 = NULL;
}
}
// this is the local pose relative to the actor, and we store internally the local
// pose relative to the body
// PxJoint
virtual void setLocalPose(PxJointActorIndex::Enum actor, const PxTransform& pose)
{
PX_CHECK_AND_RETURN(pose.isSane(), "PxJoint::setLocalPose: transform is invalid");
PxTransform p = pose.getNormalized();
mLocalPose[actor] = p;
mData->c2b[actor] = getCom(actor).transformInv(p);
mPxConstraint->markDirty();
}
// PxJoint
virtual PxTransform getLocalPose(PxJointActorIndex::Enum actor) const
{
return mLocalPose[actor];
}
static PxTransform getGlobalPose(const PxRigidActor* actor)
{
if(!actor)
return PxTransform(PxIdentity);
return actor->getGlobalPose();
}
static void getActorVelocity(const PxRigidActor* actor, PxVec3& linear, PxVec3& angular)
{
if(!actor || actor->is<PxRigidStatic>())
{
linear = angular = PxVec3(0.0f);
return;
}
linear = static_cast<const PxRigidBody*>(actor)->getLinearVelocity();
angular = static_cast<const PxRigidBody*>(actor)->getAngularVelocity();
}
// PxJoint
virtual PxTransform getRelativeTransform() const
{
PxRigidActor* actor0, * actor1;
mPxConstraint->getActors(actor0, actor1);
const PxTransform t0 = getGlobalPose(actor0) * mLocalPose[0];
const PxTransform t1 = getGlobalPose(actor1) * mLocalPose[1];
return t0.transformInv(t1);
}
// PxJoint
virtual PxVec3 getRelativeLinearVelocity() const
{
PxRigidActor* actor0, * actor1;
PxVec3 l0, a0, l1, a1;
mPxConstraint->getActors(actor0, actor1);
PxTransform t0 = getCom(actor0), t1 = getCom(actor1);
getActorVelocity(actor0, l0, a0);
getActorVelocity(actor1, l1, a1);
PxVec3 p0 = t0.q.rotate(mLocalPose[0].p),
p1 = t1.q.rotate(mLocalPose[1].p);
return t0.transformInv(l1 - a1.cross(p1) - l0 + a0.cross(p0));
}
// PxJoint
virtual PxVec3 getRelativeAngularVelocity() const
{
PxRigidActor* actor0, * actor1;
PxVec3 l0, a0, l1, a1;
mPxConstraint->getActors(actor0, actor1);
PxTransform t0 = getCom(actor0);
getActorVelocity(actor0, l0, a0);
getActorVelocity(actor1, l1, a1);
return t0.transformInv(a1 - a0);
}
// PxJoint
virtual void setBreakForce(PxReal force, PxReal torque)
{
PX_CHECK_AND_RETURN(PxIsFinite(force) && PxIsFinite(torque), "NpJoint::setBreakForce: invalid float");
mPxConstraint->setBreakForce(force,torque);
}
// PxJoint
virtual void getBreakForce(PxReal& force, PxReal& torque) const
{
mPxConstraint->getBreakForce(force,torque);
}
// PxJoint
virtual void setConstraintFlags(PxConstraintFlags flags)
{
mPxConstraint->setFlags(flags);
}
// PxJoint
virtual void setConstraintFlag(PxConstraintFlag::Enum flag, bool value)
{
mPxConstraint->setFlag(flag, value);
}
// PxJoint
virtual PxConstraintFlags getConstraintFlags() const
{
return mPxConstraint->getFlags();
}
// PxJoint
virtual void setInvMassScale0(PxReal invMassScale)
{
PX_CHECK_AND_RETURN(PxIsFinite(invMassScale) && invMassScale>=0, "PxJoint::setInvMassScale0: scale must be non-negative");
mData->invMassScale.linear0 = invMassScale;
mPxConstraint->markDirty();
}
// PxJoint
virtual PxReal getInvMassScale0() const
{
return mData->invMassScale.linear0;
}
// PxJoint
virtual void setInvInertiaScale0(PxReal invInertiaScale)
{
PX_CHECK_AND_RETURN(PxIsFinite(invInertiaScale) && invInertiaScale>=0, "PxJoint::setInvInertiaScale0: scale must be non-negative");
mData->invMassScale.angular0 = invInertiaScale;
mPxConstraint->markDirty();
}
// PxJoint
virtual PxReal getInvInertiaScale0() const
{
return mData->invMassScale.angular0;
}
// PxJoint
virtual void setInvMassScale1(PxReal invMassScale)
{
PX_CHECK_AND_RETURN(PxIsFinite(invMassScale) && invMassScale>=0, "PxJoint::setInvMassScale1: scale must be non-negative");
mData->invMassScale.linear1 = invMassScale;
mPxConstraint->markDirty();
}
// PxJoint
virtual PxReal getInvMassScale1() const
{
return mData->invMassScale.linear1;
}
// PxJoint
virtual void setInvInertiaScale1(PxReal invInertiaScale)
{
PX_CHECK_AND_RETURN(PxIsFinite(invInertiaScale) && invInertiaScale>=0, "PxJoint::setInvInertiaScale: scale must be non-negative");
mData->invMassScale.angular1 = invInertiaScale;
mPxConstraint->markDirty();
}
// PxJoint
virtual PxReal getInvInertiaScale1() const
{
return mData->invMassScale.angular1;
}
// PxJoint
virtual PxConstraint* getConstraint() const
{
return mPxConstraint;
}
// PxJoint
virtual void setName(const char* name)
{
mName = name;
}
// PxJoint
virtual const char* getName() const
{
return mName;
}
// PxJoint
virtual void release()
{
mPxConstraint->release();
}
// PxJoint
virtual PxScene* getScene() const
{
return mPxConstraint ? mPxConstraint->getScene() : NULL;
}
// PxConstraintConnector
virtual void onComShift(PxU32 actor)
{
mData->c2b[actor] = getCom(actor).transformInv(mLocalPose[actor]);
markDirty();
}
// PxConstraintConnector
virtual void onOriginShift(const PxVec3& shift)
{
PxRigidActor* a[2];
mPxConstraint->getActors(a[0], a[1]);
if (!a[0])
{
mLocalPose[0].p -= shift;
mData->c2b[0].p -= shift;
markDirty();
}
else if (!a[1])
{
mLocalPose[1].p -= shift;
mData->c2b[1].p -= shift;
markDirty();
}
}
// PxConstraintConnector
virtual void* prepareData()
{
return mData;
}
// PxConstraintConnector
virtual void* getExternalReference(PxU32& typeID)
{
typeID = PxConstraintExtIDs::eJOINT;
return static_cast<PxJoint*>( this );
}
// PxConstraintConnector
virtual PxBase* getSerializable()
{
return this;
}
// PxConstraintConnector
virtual void onConstraintRelease()
{
PX_FREE_AND_RESET(mData);
delete this;
}
// PxConstraintConnector
virtual const void* getConstantBlock() const
{
return mData;
}
private:
PxTransform getCom(PxU32 index) const
{
PxRigidActor* a[2];
mPxConstraint->getActors(a[0],a[1]);
return getCom(a[index]);
}
PxTransform getCom(PxRigidActor* actor) const
{
if (!actor)
return PxTransform(PxIdentity);
else if (actor->getType() == PxActorType::eRIGID_DYNAMIC || actor->getType() == PxActorType::eARTICULATION_LINK)
return static_cast<PxRigidBody*>(actor)->getCMassLocalPose();
else
{
PX_ASSERT(actor->getType() == PxActorType::eRIGID_STATIC);
return static_cast<PxRigidStatic*>(actor)->getGlobalPose().getInverse();
}
}
protected:
Joint(PxType concreteType, PxBaseFlags baseFlags, PxRigidActor* actor0, const PxTransform& localFrame0, PxRigidActor* actor1, const PxTransform& localFrame1, PxU32 size, const char* name) :
Base (concreteType, baseFlags),
mName (NULL),
mPxConstraint (NULL)
{
PX_UNUSED(name);
Base::userData = NULL;
JointData* data = reinterpret_cast<JointData*>(PX_ALLOC(size, name));
Cm::markSerializedMem(data, size);
mLocalPose[0] = localFrame0.getNormalized();
mLocalPose[1] = localFrame1.getNormalized();
data->c2b[0] = getCom(actor0).transformInv(localFrame0);
data->c2b[1] = getCom(actor1).transformInv(localFrame1);
data->invMassScale.linear0 = 1.0f;
data->invMassScale.angular0 = 1.0f;
data->invMassScale.linear1 = 1.0f;
data->invMassScale.angular1 = 1.0f;
mData = data;
}
virtual ~Joint()
{
if(Base::getBaseFlags() & PxBaseFlag::eOWNS_MEMORY)
PX_FREE_AND_RESET(mData);
}
PX_FORCE_INLINE void markDirty()
{
mPxConstraint->markDirty();
}
PX_FORCE_INLINE PxConstraintConnector* getConnector()
{
return this;
}
PX_FORCE_INLINE PxConstraint* getPxConstraint()
{
return mPxConstraint;
}
PX_FORCE_INLINE void setPxConstraint(PxConstraint* pxConstraint)
{
mPxConstraint = pxConstraint;
}
void wakeUpActors()
{
PxRigidActor* a[2];
mPxConstraint->getActors(a[0], a[1]);
for(PxU32 i = 0; i < 2; i++)
{
if(a[i] && a[i]->getScene() && a[i]->getType() == PxActorType::eRIGID_DYNAMIC)
{
PxRigidDynamic* rd = static_cast<PxRigidDynamic*>(a[i]);
if(!(rd->getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
{
const PxScene* scene = rd->getScene();
const PxReal wakeCounterResetValue = scene->getWakeCounterResetValue();
PxReal wakeCounter = rd->getWakeCounter();
bool needsWakingUp = rd->isSleeping();
if (wakeCounter < wakeCounterResetValue)
{
wakeCounter = wakeCounterResetValue;
needsWakingUp = true;
}
if (needsWakingUp)
{
rd->wakeUp();
rd->setWakeCounter(wakeCounter);
}
}
}
}
}
PX_FORCE_INLINE PxQuat getTwistOrSwing(bool needTwist) const
{
const PxQuat q = getRelativeTransform().q;
// PT: TODO: we don't need to compute both quats here
PxQuat swing, twist;
Ps::separateSwingTwist(q, swing, twist);
return needTwist ? twist : swing;
}
PxReal getTwistAngle_Internal() const
{
const PxQuat twist = getTwistOrSwing(true);
// PT: the angle-axis formulation creates the quat like this:
//
// const float a = angleRadians * 0.5f;
// const float s = PxSin(a);
// w = PxCos(a);
// x = unitAxis.x * s;
// y = unitAxis.y * s;
// z = unitAxis.z * s;
//
// With the twist axis = (1;0;0) this gives:
//
// w = PxCos(angleRadians * 0.5f);
// x = PxSin(angleRadians * 0.5f);
// y = 0.0f;
// z = 0.0f;
//
// Thus the quat's "getAngle" function returns:
//
// angle = PxAcos(w) * 2.0f;
//
// PxAcos will return an angle between 0 and PI in radians, so "getAngle" will return an angle between 0 and PI*2.
PxReal angle = twist.getAngle();
if(twist.x<0.0f)
angle = -angle;
return angle;
}
PxReal getSwingYAngle_Internal() const
{
PxQuat swing = getTwistOrSwing(false);
if(swing.w < 0.0f) // choose the shortest rotation
swing = -swing;
const PxReal angle = Ps::computeSwingAngle(swing.y, swing.w);
PX_ASSERT(angle>-PxPi && angle<=PxPi); // since |y| < w+1, the atan magnitude is < PI/4
return angle;
}
PxReal getSwingZAngle_Internal() const
{
PxQuat swing = getTwistOrSwing(false);
if(swing.w < 0.0f) // choose the shortest rotation
swing = -swing;
const PxReal angle = Ps::computeSwingAngle(swing.z, swing.w);
PX_ASSERT(angle>-PxPi && angle <= PxPi); // since |y| < w+1, the atan magnitude is < PI/4
return angle;
}
const char* mName;
PxTransform mLocalPose[2];
PxConstraint* mPxConstraint;
JointData* mData;
};
PX_FORCE_INLINE bool isLimitActive(const PxJointLimitParameters& limit, PxReal pad, PxReal angle, PxReal low, PxReal high)
{
PX_ASSERT(low<high);
if(limit.isSoft())
pad = 0.0f;
bool active = false;
if(angle < low + pad)
active = true;
if(angle > high - pad)
active = true;
return active;
}
} // namespace Ext
}
#endif