Projekt_Grafika/dependencies/physx-4.1/include/PxConstraint.h
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

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//
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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 PX_PHYSICS_NX_CONSTRAINT
#define PX_PHYSICS_NX_CONSTRAINT
/** \addtogroup physics
@{
*/
#include "PxPhysXConfig.h"
#include "PxConstraintDesc.h"
#include "common/PxBase.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxRigidActor;
class PxScene;
class PxConstraintConnector;
/**
\brief a table of function pointers for a constraint
@see PxConstraint
*/
/**
\brief constraint flags
\note eBROKEN is a read only flag
*/
struct PxConstraintFlag
{
enum Enum
{
eBROKEN = 1<<0, //!< whether the constraint is broken
ePROJECT_TO_ACTOR0 = 1<<1, //!< whether actor1 should get projected to actor0 for this constraint (note: projection of a static/kinematic actor to a dynamic actor will be ignored)
ePROJECT_TO_ACTOR1 = 1<<2, //!< whether actor0 should get projected to actor1 for this constraint (note: projection of a static/kinematic actor to a dynamic actor will be ignored)
ePROJECTION = ePROJECT_TO_ACTOR0 | ePROJECT_TO_ACTOR1, //!< whether the actors should get projected for this constraint (the direction will be chosen by PhysX)
eCOLLISION_ENABLED = 1<<3, //!< whether contacts should be generated between the objects this constraint constrains
eVISUALIZATION = 1<<4, //!< whether this constraint should be visualized, if constraint visualization is turned on
eDRIVE_LIMITS_ARE_FORCES = 1<<5, //!< limits for drive strength are forces rather than impulses
eIMPROVED_SLERP = 1<<7, //!< perform preprocessing for improved accuracy on D6 Slerp Drive (this flag will be removed in a future release when preprocessing is no longer required)
eDISABLE_PREPROCESSING = 1<<8, //!< suppress constraint preprocessing, intended for use with rowResponseThreshold. May result in worse solver accuracy for ill-conditioned constraints.
eENABLE_EXTENDED_LIMITS = 1<<9, //!< enables extended limit ranges for angular limits (e.g. limit values > PxPi or < -PxPi)
eGPU_COMPATIBLE = 1<<10 //!< the constraint type is supported by gpu dynamic
};
};
/**
\brief constraint flags
@see PxConstraintFlag
*/
typedef PxFlags<PxConstraintFlag::Enum, PxU16> PxConstraintFlags;
PX_FLAGS_OPERATORS(PxConstraintFlag::Enum, PxU16)
struct PxConstraintShaderTable
{
enum
{
eMAX_SOLVERPRPEP_DATASIZE=400
};
PxConstraintSolverPrep solverPrep; //!< solver constraint generation function
PxConstraintProject project; //!< constraint projection function
PxConstraintVisualize visualize; //!< constraint visualization function
PxConstraintFlag::Enum flag; //!< gpu constraint
};
/**
\brief A plugin class for implementing constraints
@see PxPhysics.createConstraint
*/
class PxConstraint : public PxBase
{
public:
/**
\brief Releases a PxConstraint instance.
\note This call does not wake up the connected rigid bodies.
@see PxPhysics.createConstraint, PxBase.release()
*/
virtual void release() = 0;
/**
\brief Retrieves the scene which this constraint belongs to.
\return Owner Scene. NULL if not part of a scene.
@see PxScene
*/
virtual PxScene* getScene() const = 0;
/**
\brief Retrieves the actors for this constraint.
\param[out] actor0 a reference to the pointer for the first actor
\param[out] actor1 a reference to the pointer for the second actor
@see PxActor
*/
virtual void getActors(PxRigidActor*& actor0, PxRigidActor*& actor1) const = 0;
/**
\brief Sets the actors for this constraint.
\param[in] actor0 a reference to the pointer for the first actor
\param[in] actor1 a reference to the pointer for the second actor
@see PxActor
*/
virtual void setActors(PxRigidActor* actor0, PxRigidActor* actor1) = 0;
/**
\brief Notify the scene that the constraint shader data has been updated by the application
*/
virtual void markDirty() = 0;
/**
\brief Set the flags for this constraint
\param[in] flags the new constraint flags
default: PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES
@see PxConstraintFlags
*/
virtual void setFlags(PxConstraintFlags flags) = 0;
/**
\brief Retrieve the flags for this constraint
\return the constraint flags
@see PxConstraintFlags
*/
virtual PxConstraintFlags getFlags() const = 0;
/**
\brief Set a flag for this constraint
\param[in] flag the constraint flag
\param[in] value the new value of the flag
@see PxConstraintFlags
*/
virtual void setFlag(PxConstraintFlag::Enum flag, bool value) = 0;
/**
\brief Retrieve the constraint force most recently applied to maintain this constraint.
\param[out] linear the constraint force
\param[out] angular the constraint torque
*/
virtual void getForce(PxVec3& linear, PxVec3& angular) const = 0;
/**
\brief whether the constraint is valid.
A constraint is valid if it has at least one dynamic rigid body or articulation link. A constraint that
is not valid may not be inserted into a scene, and therefore a static actor to which an invalid constraint
is attached may not be inserted into a scene.
Invalid constraints arise only when an actor to which the constraint is attached has been deleted.
*/
virtual bool isValid() const = 0;
/**
\brief Set the break force and torque thresholds for this constraint.
If either the force or torque measured at the constraint exceed these thresholds the constraint will break.
\param[in] linear the linear break threshold
\param[in] angular the angular break threshold
*/
virtual void setBreakForce(PxReal linear, PxReal angular) = 0;
/**
\brief Retrieve the constraint break force and torque thresholds
\param[out] linear the linear break threshold
\param[out] angular the angular break threshold
*/
virtual void getBreakForce(PxReal& linear, PxReal& angular) const = 0;
/**
\brief Set the minimum response threshold for a constraint row
When using mass modification for a joint or infinite inertia for a jointed body, very stiff solver constraints can be generated which
can destabilize simulation. Setting this value to a small positive value (e.g. 1e-8) will cause constraint rows to be ignored if very
large changes in impulses will generate only small changes in velocity. When setting this value, also set
PxConstraintFlag::eDISABLE_PREPROCESSING. The solver accuracy for this joint may be reduced.
\param[in] threshold the minimum response threshold
@see PxConstraintFlag::eDISABLE_PREPROCESSING
*/
virtual void setMinResponseThreshold(PxReal threshold) = 0;
/**
\brief Retrieve the constraint break force and torque thresholds
\return the minimum response threshold for a constraint row
*/
virtual PxReal getMinResponseThreshold() const = 0;
/**
\brief Fetch external owner of the constraint.
Provides a reference to the external owner of a constraint and a unique owner type ID.
\param[out] typeID Unique type identifier of the external object.
\return Reference to the external object which owns the constraint.
@see PxConstraintConnector.getExternalReference()
*/
virtual void* getExternalReference(PxU32& typeID) = 0;
/**
\brief Set the constraint functions for this constraint
\param[in] connector the constraint connector object by which the SDK communicates with the constraint.
\param[in] shaders the shader table for the constraint
@see PxConstraintConnector PxConstraintSolverPrep PxConstraintProject PxConstraintVisualize
*/
virtual void setConstraintFunctions(PxConstraintConnector& connector,
const PxConstraintShaderTable& shaders) = 0;
virtual const char* getConcreteTypeName() const { return "PxConstraint"; }
protected:
PX_INLINE PxConstraint(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {}
PX_INLINE PxConstraint(PxBaseFlags baseFlags) : PxBase(baseFlags) {}
virtual ~PxConstraint() {}
virtual bool isKindOf(const char* name) const { return !::strcmp("PxConstraint", name) || PxBase::isKindOf(name); }
};
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif