GRK-Projekt/dependencies/physx-4.1/source/simulationcontroller/src/ScBodySim.cpp
2021-12-27 11:28:19 +01:00

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31 KiB
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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.
#include "ScBodySim.h"
#include "ScShapeSim.h"
#include "ScScene.h"
#include "ScArticulationSim.h"
#include "PxsContext.h"
#include "PxsSimpleIslandManager.h"
#include "PxsSimulationController.h"
using namespace physx;
using namespace physx::Dy;
using namespace Sc;
#define PX_FREEZE_INTERVAL 1.5f
#define PX_FREE_EXIT_THRESHOLD 4.f
#define PX_FREEZE_TOLERANCE 0.25f
#define PX_SLEEP_DAMPING 0.5f
#define PX_FREEZE_SCALE 0.9f
BodySim::BodySim(Scene& scene, BodyCore& core, bool compound) :
RigidSim (scene, core),
mLLBody (&core.getCore(), PX_FREEZE_INTERVAL),
mNodeIndex (IG_INVALID_NODE),
mInternalFlags (0),
mVelModState (VMF_GRAVITY_DIRTY),
mActiveListIndex (SC_NOT_IN_SCENE_INDEX),
mActiveCompoundListIndex(SC_NOT_IN_SCENE_INDEX),
mArticulation (NULL),
mConstraintGroup (NULL)
{
core.getCore().numCountedInteractions = 0;
core.getCore().numBodyInteractions = 0;
core.getCore().disableGravity = core.getActorFlags() & PxActorFlag::eDISABLE_GRAVITY;
if(core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
mLLBody.mInternalFlags |= PxsRigidBody::eSPECULATIVE_CCD;
//If a body pending insertion was given a force/torque then it will have
//the dirty flags stored in a separate structure. Copy them across
//so we can use them now that the BodySim is constructed.
SimStateData* simStateData = core.getSimStateData(false);
bool hasPendingForce = false;
if(simStateData)
{
VelocityMod* velmod = simStateData->getVelocityModData();
hasPendingForce = (velmod->flags != 0) &&
(!velmod->getLinearVelModPerSec().isZero() || !velmod->getAngularVelModPerSec().isZero() ||
!velmod->getLinearVelModPerStep().isZero() || !velmod->getAngularVelModPerStep().isZero());
mVelModState = velmod->flags;
velmod->flags = 0;
}
// PT: don't read the core ptr we just wrote, use input param
// PT: at time of writing we get a big L2 here because even though bodycore has been prefetched, the wake counter is 160 bytes away
const bool isAwake = (core.getWakeCounter() > 0) ||
(!core.getLinearVelocity().isZero()) ||
(!core.getAngularVelocity().isZero()) ||
hasPendingForce;
const bool isKine = isKinematic();
IG::SimpleIslandManager* simpleIslandManager = scene.getSimpleIslandManager();
if (!isArticulationLink())
{
mNodeIndex = simpleIslandManager->addRigidBody(&mLLBody, isKine, isAwake);
}
else
{
if(mArticulation)
{
const ArticulationLinkHandle articLinkhandle = mArticulation->getLinkHandle(*this);
IG::NodeIndex index = mArticulation->getIslandNodeIndex();
mNodeIndex.setIndices(index.index(), articLinkhandle & (DY_ARTICULATION_MAX_SIZE-1));
}
}
//If a user add force or torque before the body is inserted into the scene,
//this logic will make sure pre solver stage apply external force/torque to the body
if(hasPendingForce && !isArticulationLink())
scene.getVelocityModifyMap().growAndSet(mNodeIndex.index());
PX_ASSERT(mActiveListIndex == SC_NOT_IN_SCENE_INDEX);
// A.B. need to set the compound rigid flag early enough, so that we add the rigid into
// active list and do not create the shape bounds
if(compound)
raiseInternalFlag(BF_IS_COMPOUND_RIGID);
setActive(isAwake, ActorSim::AS_PART_OF_CREATION);
if (isAwake)
{
scene.addToActiveBodyList(*this);
PX_ASSERT(isActive());
}
else
{
mActiveListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX;
mActiveCompoundListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX;
PX_ASSERT(!isActive());
simpleIslandManager->deactivateNode(mNodeIndex);
}
if (isKine)
{
initKinematicStateBase(core, true);
const SimStateData* kd = core.getSimStateData(true);
if (!kd)
{
core.setupSimStateData(scene.getSimStateDataPool(), true, false);
notifyPutToSleep(); // sleep state of kinematics is fully controlled by the simulation controller not the island manager
}
else
{
PX_ASSERT(kd->isKine());
PX_ASSERT(kd->getKinematicData()->targetValid); // the only reason for the kinematic data to exist at that point already is if the target has been set
PX_ASSERT(isAwake); // the expectation is that setting a target also sets the wake counter to a positive value
postSetKinematicTarget();
}
}
}
BodySim::~BodySim()
{
Scene& scene = getScene();
const bool active = isActive();
getBodyCore().tearDownSimStateData(scene.getSimStateDataPool(), isKinematic() ? true : false);
PX_ASSERT(!readInternalFlag(BF_ON_DEATHROW)); // Before 3.0 it could happen that destroy could get called twice. Assert to make sure this is fixed.
raiseInternalFlag(BF_ON_DEATHROW);
scene.removeBody(*this);
PX_ASSERT(!getConstraintGroup()); // Removing from scene should erase constraint group node if it existed
if(mArticulation)
mArticulation->removeBody(*this);
//Articulations are represented by a single node, so they must only be removed by the articulation and not the links!
if(mArticulation == NULL && mNodeIndex.articulationLinkId() == 0) //If it wasn't an articulation link, then we can remove it
scene.getSimpleIslandManager()->removeNode(mNodeIndex);
PX_ASSERT(mActiveListIndex != SC_NOT_IN_SCENE_INDEX);
if (active)
scene.removeFromActiveBodyList(*this);
mActiveListIndex = SC_NOT_IN_SCENE_INDEX;
mActiveCompoundListIndex = SC_NOT_IN_SCENE_INDEX;
mCore.setSim(NULL);
}
void BodySim::updateCached(Cm::BitMapPinned* shapeChangedMap)
{
if(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN))
{
ElementSim* current = getElements_();
while(current)
{
static_cast<ShapeSim*>(current)->updateCached(0, shapeChangedMap);
current = current->mNextInActor;
}
}
}
void BodySim::updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray)
{
PX_ASSERT(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN)); // PT: should not be called otherwise
ElementSim* current = getElements_();
while(current)
{
static_cast<ShapeSim*>(current)->updateCached(transformCache, boundsArray);
current = current->mNextInActor;
}
}
void BodySim::updateContactDistance(PxReal* contactDistance, const PxReal dt, Bp::BoundsArray& boundsArray)
{
if (getLowLevelBody().getCore().mFlags & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD
&& !(getLowLevelBody().mInternalFlags & PxsRigidBody::eFROZEN))
{
const PxVec3 linVel = getLowLevelBody().getLinearVelocity();
const PxVec3 aVel = getLowLevelBody().getAngularVelocity();
const PxReal inflation = linVel.magnitude() * dt;
ElementSim* current = getElements_();
while(current)
{
static_cast<ShapeSim*>(current)->updateContactDistance(contactDistance, inflation, aVel, dt, boundsArray);
current = current->mNextInActor;
}
}
}
//--------------------------------------------------------------
//
// BodyCore interface implementation
//
//--------------------------------------------------------------
void BodySim::notifyAddSpatialAcceleration()
{
//The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to
//the expense of querying the simStateData for the velmod values.
raiseVelocityModFlag(VMF_ACC_DIRTY);
if(!isArticulationLink())
getScene().getVelocityModifyMap().growAndSet(getNodeIndex().index());
}
void BodySim::notifyClearSpatialAcceleration()
{
//The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to
//the expense of querying the simStateData for the velmod values.
raiseVelocityModFlag(VMF_ACC_DIRTY);
if (!isArticulationLink())
getScene().getVelocityModifyMap().growAndSet(getNodeIndex().index());
}
void BodySim::notifyAddSpatialVelocity()
{
//The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to
//the expense of querying the simStateData for the velmod values.
raiseVelocityModFlag(VMF_VEL_DIRTY);
if (!isArticulationLink())
getScene().getVelocityModifyMap().growAndSet(getNodeIndex().index());
}
void BodySim::notifyClearSpatialVelocity()
{
//The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to
//the expense of querying the simStateData for the velmod values.
raiseVelocityModFlag(VMF_VEL_DIRTY);
if (!isArticulationLink())
getScene().getVelocityModifyMap().growAndSet(getNodeIndex().index());
}
void BodySim::postActorFlagChange(PxU32 oldFlags, PxU32 newFlags)
{
// PT: don't convert to bool if not needed
const PxU32 wasWeightless = oldFlags & PxActorFlag::eDISABLE_GRAVITY;
const PxU32 isWeightless = newFlags & PxActorFlag::eDISABLE_GRAVITY;
if (isWeightless != wasWeightless)
{
if (mVelModState == 0)
raiseVelocityModFlag(VMF_GRAVITY_DIRTY);
getBodyCore().getCore().disableGravity = isWeightless!=0;
}
}
void BodySim::postBody2WorldChange()
{
mLLBody.saveLastCCDTransform();
notifyShapesOfTransformChange();
}
void BodySim::postSetWakeCounter(PxReal t, bool forceWakeUp)
{
if ((t > 0.0f) || forceWakeUp)
notifyNotReadyForSleeping();
else
{
const bool readyForSleep = checkSleepReadinessBesidesWakeCounter();
if (readyForSleep)
notifyReadyForSleeping();
}
}
void BodySim::postSetKinematicTarget()
{
PX_ASSERT(getBodyCore().getSimStateData(true));
PX_ASSERT(getBodyCore().getSimStateData(true)->isKine());
PX_ASSERT(getBodyCore().getSimStateData(true)->getKinematicData()->targetValid);
raiseInternalFlag(BF_KINEMATIC_MOVED); // Important to set this here already because trigger interactions need to have this information when being activated.
clearInternalFlag(BF_KINEMATIC_SURFACE_VELOCITY);
}
static void updateBPGroup(ElementSim* current)
{
while(current)
{
static_cast<ShapeSim*>(current)->updateBPGroup();
current = current->mNextInActor;
}
}
void BodySim::postSwitchToKinematic()
{
initKinematicStateBase(getBodyCore(), false);
// - interactions need to get refiltered to make sure that kinematic-kinematic and kinematic-static pairs get suppressed
// - unlike postSwitchToDynamic(), constraint interactions are not marked dirty here because a transition to kinematic will put the object asleep which in turn
// triggers onDeactivate_() on the constraint pairs that are active. If such pairs get deactivated, they will get removed from the list of active breakable
// constraints automatically.
setActorsInteractionsDirty(InteractionDirtyFlag::eBODY_KINEMATIC, NULL, InteractionFlag::eFILTERABLE);
getScene().getSimpleIslandManager()->setKinematic(mNodeIndex);
//
updateBPGroup(getElements_());
}
void BodySim::postSwitchToDynamic()
{
mScene.getSimpleIslandManager()->setDynamic(mNodeIndex);
setForcesToDefaults(true);
if(getConstraintGroup())
getConstraintGroup()->markForProjectionTreeRebuild(mScene.getProjectionManager());
// - interactions need to get refiltered to make sure that former kinematic-kinematic and kinematic-static pairs get enabled
// - switching from kinematic to dynamic does not change the sleep state of the body. The constraint interactions are marked dirty
// to check later whether they need to be activated plus potentially tracked for constraint break testing. This special treatment
// is necessary because constraints between two kinematic bodies are considered inactive, no matter whether one of the kinematics
// is active (has a target) or not.
setActorsInteractionsDirty(InteractionDirtyFlag::eBODY_KINEMATIC, NULL, InteractionFlag::eFILTERABLE | InteractionFlag::eCONSTRAINT);
clearInternalFlag(BF_KINEMATIC_MOVE_FLAGS);
if(isActive())
mScene.swapInActiveBodyList(*this);
//
updateBPGroup(getElements_());
}
void BodySim::postPosePreviewChange(const PxU32 posePreviewFlag)
{
if (isActive())
{
if (posePreviewFlag & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
getScene().addToPosePreviewList(*this);
else
getScene().removeFromPosePreviewList(*this);
}
else
PX_ASSERT(!getScene().isInPosePreviewList(*this));
}
//--------------------------------------------------------------
//
// Sleeping
//
//--------------------------------------------------------------
void BodySim::activate()
{
// Activate body
{
PX_ASSERT((!isKinematic()) || notInScene() || readInternalFlag(InternalFlags(BF_KINEMATIC_MOVED | BF_KINEMATIC_SURFACE_VELOCITY))); // kinematics should only get activated when a target is set.
// exception: object gets newly added, then the state change will happen later
if(!isArticulationLink())
{
mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN);
// Put in list of activated bodies. The list gets cleared at the end of a sim step after the sleep callbacks have been fired.
getScene().onBodyWakeUp(this);
}
BodyCore& core = getBodyCore();
if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
{
PX_ASSERT(!getScene().isInPosePreviewList(*this));
getScene().addToPosePreviewList(*this);
}
createSqBounds();
}
// Activate interactions
{
const PxU32 nbInteractions = getActorInteractionCount();
for(PxU32 i=0; i<nbInteractions; ++i)
{
Ps::prefetchLine(mInteractions[PxMin(i+1,nbInteractions-1)]);
Interaction* interaction = mInteractions[i];
const bool isNotIGControlled = interaction->getType() != InteractionType::eOVERLAP &&
interaction->getType() != InteractionType::eMARKER;
if(!interaction->readInteractionFlag(InteractionFlag::eIS_ACTIVE) && (isNotIGControlled))
{
const bool proceed = activateInteraction(interaction, NULL);
if (proceed && (interaction->getType() < InteractionType::eTRACKED_IN_SCENE_COUNT))
getScene().notifyInteractionActivated(interaction);
}
}
}
//set speculative CCD bit map if speculative CCD flag is on
{
BodyCore& core = getBodyCore();
if (core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
{
if (isArticulationLink())
{
if (getNodeIndex().isValid())
getScene().setSpeculativeCCDArticulationLink(getNodeIndex().index());
}
else
getScene().setSpeculativeCCDRigidBody(getNodeIndex().index());
}
}
}
void BodySim::deactivate()
{
// Deactivate interactions
{
const PxU32 nbInteractions = getActorInteractionCount();
for(PxU32 i=0; i<nbInteractions; ++i)
{
Ps::prefetchLine(mInteractions[PxMin(i+1,nbInteractions-1)]);
Interaction* interaction = mInteractions[i];
const bool isNotIGControlled = interaction->getType() != InteractionType::eOVERLAP &&
interaction->getType() != InteractionType::eMARKER;
if (interaction->readInteractionFlag(InteractionFlag::eIS_ACTIVE) && isNotIGControlled)
{
const bool proceed = deactivateInteraction(interaction);
if (proceed && (interaction->getType() < InteractionType::eTRACKED_IN_SCENE_COUNT))
getScene().notifyInteractionDeactivated(interaction);
}
}
}
// Deactivate body
{
PX_ASSERT((!isKinematic()) || notInScene() || !readInternalFlag(BF_KINEMATIC_MOVED)); // kinematics should only get deactivated when no target is set.
// exception: object gets newly added, then the state change will happen later
BodyCore& core = getBodyCore();
if(!readInternalFlag(BF_ON_DEATHROW))
{
// Set velocity to 0.
// Note: this is also fine if the method gets called because the user puts something to sleep (this behavior is documented in the API)
PX_ASSERT(core.getWakeCounter() == 0.0f);
const PxVec3 zero(0.0f);
core.setLinearVelocityInternal(zero);
core.setAngularVelocityInternal(zero);
setForcesToDefaults(!core.getCore().disableGravity);
}
if(!isArticulationLink()) // Articulations have their own sleep logic.
getScene().onBodySleep(this);
if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
{
PX_ASSERT(getScene().isInPosePreviewList(*this));
getScene().removeFromPosePreviewList(*this);
}
destroySqBounds();
}
// reset speculative CCD bit map if speculative CCD flag is on
{
BodyCore& core = getBodyCore();
if (core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
{
if (isArticulationLink())
{
if (getNodeIndex().isValid())
getScene().resetSpeculativeCCDArticulationLink(getNodeIndex().index());
}
else
getScene().resetSpeculativeCCDRigidBody(getNodeIndex().index());
}
}
}
void BodySim::setActive(bool active, PxU32 infoFlag)
{
PX_ASSERT(!active || isDynamicRigid()); // Currently there should be no need to activate an actor that does not take part in island generation
const PxU32 asPartOfCreation = infoFlag & ActorSim::AS_PART_OF_CREATION;
if (asPartOfCreation || isActive() != active)
{
PX_ASSERT(!asPartOfCreation || (getActorInteractionCount() == 0)); // On creation or destruction there should be no interactions
if (active)
{
if (!asPartOfCreation)
{
// Inactive => Active
getScene().addToActiveBodyList(*this);
}
activate();
PX_ASSERT(asPartOfCreation || isActive());
}
else
{
if (!asPartOfCreation)
{
// Active => Inactive
getScene().removeFromActiveBodyList(*this);
}
deactivate();
PX_ASSERT(asPartOfCreation || (!isActive()));
}
}
}
void BodySim::wakeUp()
{
setActive(true);
notifyWakeUp(true);
}
void BodySim::putToSleep()
{
PX_ASSERT(getBodyCore().getWakeCounter() == 0.0f);
PX_ASSERT(getBodyCore().getLinearVelocity().isZero());
PX_ASSERT(getBodyCore().getAngularVelocity().isZero());
#ifdef _DEBUG
// pending forces should have been cleared at this point
const SimStateData* sd = getBodyCore().getSimStateData(false);
if (sd)
{
const VelocityMod* vm = sd->getVelocityModData();
PX_ASSERT(vm->linearPerSec.isZero() && vm->linearPerStep.isZero() && vm->angularPerSec.isZero() && vm->angularPerStep.isZero());
}
#endif
setActive(false);
notifyPutToSleep();
clearInternalFlag(InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2)); // putToSleep is used when a kinematic gets removed from the scene while the sim is running and then gets re-inserted immediately.
// We can move this code when we look into the open task of making buffered re-insertion more consistent with the non-buffered case.
}
void BodySim::internalWakeUp(PxReal wakeCounterValue)
{
if(mArticulation)
mArticulation->internalWakeUp(wakeCounterValue);
else
internalWakeUpBase(wakeCounterValue);
}
void BodySim::internalWakeUpArticulationLink(PxReal wakeCounterValue)
{
PX_ASSERT(mArticulation);
internalWakeUpBase(wakeCounterValue);
}
void BodySim::internalWakeUpBase(PxReal wakeCounterValue) //this one can only increase the wake counter, not decrease it, so it can't be used to put things to sleep!
{
if ((!isKinematic()) && (getBodyCore().getWakeCounter() < wakeCounterValue))
{
PX_ASSERT(wakeCounterValue > 0.0f);
getBodyCore().setWakeCounterFromSim(wakeCounterValue);
//we need to update the gpu body sim because we reset the wake counter for the body core
mScene.getSimulationController()->updateDynamic(isArticulationLink(), mNodeIndex);
setActive(true);
notifyWakeUp(false);
mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN);
}
}
void BodySim::notifyReadyForSleeping()
{
if(mArticulation == NULL)
getScene().getSimpleIslandManager()->deactivateNode(mNodeIndex);
}
void BodySim::notifyNotReadyForSleeping()
{
getScene().getSimpleIslandManager()->activateNode(mNodeIndex);
}
void BodySim::notifyWakeUp(bool /*wakeUpInIslandGen*/)
{
getScene().getSimpleIslandManager()->activateNode(mNodeIndex);
}
void BodySim::notifyPutToSleep()
{
getScene().getSimpleIslandManager()->putNodeToSleep(mNodeIndex);
}
void BodySim::resetSleepFilter()
{
mLLBody.sleepAngVelAcc = PxVec3(0.0f);
mLLBody.sleepLinVelAcc = PxVec3(0.0f);
}
//This function will be called by CPU sleepCheck code
PxReal BodySim::updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector& motionVelocity)
{
// update the body's sleep state and
BodyCore& core = getBodyCore();
const PxReal wakeCounterResetTime = ScInternalWakeCounterResetValue;
PxReal wc = core.getWakeCounter();
{
PxVec3 bcSleepLinVelAcc = mLLBody.sleepLinVelAcc;
PxVec3 bcSleepAngVelAcc = mLLBody.sleepAngVelAcc;
if(wc < wakeCounterResetTime * 0.5f || wc < dt)
{
const PxTransform& body2World = getBody2World();
// calculate normalized energy: kinetic energy divided by mass
const PxVec3 t = core.getInverseInertia();
const PxVec3 inertia(t.x > 0.0f ? 1.0f/t.x : 1.0f, t.y > 0.0f ? 1.0f/t.y : 1.0f, t.z > 0.0f ? 1.0f/t.z : 1.0f);
PxVec3 sleepLinVelAcc =motionVelocity.linear;
PxVec3 sleepAngVelAcc = body2World.q.rotateInv(motionVelocity.angular);
bcSleepLinVelAcc += sleepLinVelAcc;
bcSleepAngVelAcc += sleepAngVelAcc;
PxReal invMass = core.getInverseMass();
if(invMass == 0.0f)
invMass = 1.0f;
const PxReal angular = bcSleepAngVelAcc.multiply(bcSleepAngVelAcc).dot(inertia) * invMass;
const PxReal linear = bcSleepLinVelAcc.magnitudeSquared();
PxReal normalizedEnergy = 0.5f * (angular + linear);
// scale threshold by cluster factor (more contacts => higher sleep threshold)
const PxReal clusterFactor = PxReal(1 + getNumCountedInteractions());
const PxReal threshold = clusterFactor*energyThreshold;
if (normalizedEnergy >= threshold)
{
PX_ASSERT(isActive());
resetSleepFilter();
const float factor = threshold == 0.0f ? 2.0f : PxMin(normalizedEnergy/threshold, 2.0f);
PxReal oldWc = wc;
wc = factor * 0.5f * wakeCounterResetTime + dt * (clusterFactor - 1.0f);
core.setWakeCounterFromSim(wc);
if (oldWc == 0.0f) // for the case where a sleeping body got activated by the system (not the user) AND got processed by the solver as well
notifyNotReadyForSleeping();
return wc;
}
}
mLLBody.sleepLinVelAcc = bcSleepLinVelAcc;
mLLBody.sleepAngVelAcc = bcSleepAngVelAcc;
}
wc = PxMax(wc-dt, 0.0f);
core.setWakeCounterFromSim(wc);
return wc;
}
//--------------------------------------------------------------
//
// Kinematics
//
//--------------------------------------------------------------
PX_FORCE_INLINE void BodySim::initKinematicStateBase(BodyCore&, bool asPartOfCreation)
{
PX_ASSERT(!readInternalFlag(BF_KINEMATIC_MOVED));
if (!asPartOfCreation && isActive())
getScene().swapInActiveBodyList(*this);
//mLLBody.setAccelerationV(Cm::SpatialVector::zero());
// Need to be before setting setRigidBodyFlag::KINEMATIC
if (getConstraintGroup())
getConstraintGroup()->markForProjectionTreeRebuild(getScene().getProjectionManager());
}
void BodySim::calculateKinematicVelocity(PxReal oneOverDt)
{
PX_ASSERT(isKinematic());
/*------------------------------------------------\
| kinematic bodies are moved directly by the user and are not influenced by external forces
| we simply determine the distance moved since the last simulation frame and
| assign the appropriate delta to the velocity. This vel will be used to shove dynamic
| objects in the solver.
| We have to do this like so in a delayed way, because when the user sets the target pos the dt is not
| yet known.
\------------------------------------------------*/
PX_ASSERT(isActive());
BodyCore& core = getBodyCore();
if (readInternalFlag(BF_KINEMATIC_MOVED))
{
clearInternalFlag(InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2));
const SimStateData* kData = core.getSimStateData(true);
PX_ASSERT(kData);
PX_ASSERT(kData->isKine());
PX_ASSERT(kData->getKinematicData()->targetValid);
PxVec3 linVelLL, angVelLL;
const PxTransform targetPose = kData->getKinematicData()->targetPose;
const PxTransform& currBody2World = getBody2World();
//the kinematic target pose is now the target of the body (CoM) and not the actor.
PxVec3 deltaPos = targetPose.p;
deltaPos -= currBody2World.p;
linVelLL = deltaPos * oneOverDt;
PxQuat q = targetPose.q * currBody2World.q.getConjugate();
if (q.w < 0) //shortest angle.
q = -q;
PxReal angle;
PxVec3 axis;
q.toRadiansAndUnitAxis(angle, axis);
angVelLL = axis * angle * oneOverDt;
core.getCore().linearVelocity = linVelLL;
core.getCore().angularVelocity = angVelLL;
// Moving a kinematic should trigger a wakeUp call on a higher level.
PX_ASSERT(core.getWakeCounter()>0);
PX_ASSERT(isActive());
}
else if (!readInternalFlag(BF_KINEMATIC_SURFACE_VELOCITY))
{
core.setLinearVelocity(PxVec3(0));
core.setAngularVelocity(PxVec3(0));
}
}
void BodySim::updateKinematicPose()
{
/*------------------------------------------------\
| kinematic bodies are moved directly by the user and are not influenced by external forces
| we simply determine the distance moved since the last simulation frame and
| assign the appropriate delta to the velocity. This vel will be used to shove dynamic
| objects in the solver.
| We have to do this like so in a delayed way, because when the user sets the target pos the dt is not
| yet known.
\------------------------------------------------*/
PX_ASSERT(isKinematic());
PX_ASSERT(isActive());
BodyCore& core = getBodyCore();
if (readInternalFlag(BF_KINEMATIC_MOVED))
{
clearInternalFlag(InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2));
const SimStateData* kData = core.getSimStateData(true);
PX_ASSERT(kData);
PX_ASSERT(kData->isKine());
PX_ASSERT(kData->getKinematicData()->targetValid);
const PxTransform targetPose = kData->getKinematicData()->targetPose;
getBodyCore().getCore().body2World = targetPose;
}
}
bool BodySim::deactivateKinematic()
{
BodyCore& core = getBodyCore();
if(readInternalFlag(BF_KINEMATIC_SETTLING_2))
{
clearInternalFlag(BF_KINEMATIC_SETTLING_2);
core.setWakeCounterFromSim(0); // For sleeping objects the wake counter must be 0. This needs to hold for kinematics too.
notifyReadyForSleeping();
notifyPutToSleep();
setActive(false);
return true;
}
else if (readInternalFlag(BF_KINEMATIC_SETTLING))
{
clearInternalFlag(BF_KINEMATIC_SETTLING);
raiseInternalFlag(BF_KINEMATIC_SETTLING_2);
}
else if (!readInternalFlag(BF_KINEMATIC_SURFACE_VELOCITY))
{
clearInternalFlag(BF_KINEMATIC_MOVED);
raiseInternalFlag(BF_KINEMATIC_SETTLING);
}
return false;
}
//--------------------------------------------------------------
//
// Miscellaneous
//
//--------------------------------------------------------------
void BodySim::updateForces(PxReal dt, PxsRigidBody** updatedBodySims, PxU32* updatedBodyNodeIndices, PxU32& index, Cm::SpatialVector* acceleration, const bool useAccelerations, bool simUsesAdaptiveForce)
{
PxVec3 linAcc(0.0f), angAcc(0.0f);
const bool accDirty = readVelocityModFlag(VMF_ACC_DIRTY);
const bool velDirty = readVelocityModFlag(VMF_VEL_DIRTY);
BodyCore& bodyCore = getBodyCore();
SimStateData* simStateData = NULL;
//if we change the logic like this, which means we don't need to have two seperate variables in the pxgbodysim to represent linAcc and angAcc. However, this
//means angAcc will be always 0
if( (accDirty || velDirty) && ((simStateData = bodyCore.getSimStateData(false)) != NULL) )
{
VelocityMod* velmod = simStateData->getVelocityModData();
//we don't have support for articulation yet
if (updatedBodySims)
{
updatedBodySims[index] = &getLowLevelBody();
updatedBodyNodeIndices[index++] = getNodeIndex().index();
}
if(velDirty)
{
linAcc = velmod->getLinearVelModPerStep();
angAcc = velmod->getAngularVelModPerStep();
if (useAccelerations)
{
acceleration->linear = linAcc / dt;
acceleration->angular = angAcc / dt;
}
else
{
getBodyCore().updateVelocities(linAcc, angAcc);
}
}
if (accDirty)
{
linAcc = velmod->getLinearVelModPerSec();
angAcc = velmod->getAngularVelModPerSec();
if (acceleration)
{
acceleration->linear = linAcc;
acceleration->angular = angAcc;
}
else
{
PxReal scale = dt;
if (simUsesAdaptiveForce)
{
if (getScene().getSimpleIslandManager()->getAccurateIslandSim().getIslandStaticTouchCount(mNodeIndex) != 0)
{
scale *= mLLBody.accelScale;
}
}
getBodyCore().updateVelocities(linAcc*scale, angAcc*scale);
}
}
}
setForcesToDefaults(readVelocityModFlag(VMF_ACC_DIRTY));
}
void BodySim::onConstraintDetach()
{
PX_ASSERT(readInternalFlag(BF_HAS_CONSTRAINTS));
PxU32 size = getActorInteractionCount();
Interaction** interactions = getActorInteractions();
unregisterCountedInteraction();
while(size--)
{
const Interaction* interaction = *interactions++;
if(interaction->getType() == InteractionType::eCONSTRAINTSHADER)
return;
}
clearInternalFlag(BF_HAS_CONSTRAINTS); // There are no other constraint interactions left
}
void BodySim::setArticulation(ArticulationSim* a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex)
{
mArticulation = a;
if(a)
{
IG::NodeIndex index = mArticulation->getIslandNodeIndex();
mNodeIndex.setIndices(index.index(), bodyIndex);
getBodyCore().setWakeCounterFromSim(wakeCounter);
if (getFlagsFast() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
getScene().setSpeculativeCCDArticulationLink(mNodeIndex.index());
if (!asleep)
{
setActive(true);
notifyWakeUp(false);
}
else
{
notifyReadyForSleeping();
notifyPutToSleep();
setActive(false);
}
}
else
{
//Setting a 1 in the articulation ID to avoid returning the node Index to the node index
//manager
mNodeIndex.setIndices(IG_INVALID_NODE, 1);
}
}
void BodySim::createSqBounds()
{
if(!isActive() || usingSqKinematicTarget() || readInternalFlag(BF_IS_COMPOUND_RIGID))
return;
PX_ASSERT(!isFrozen());
ElementSim* current = getElements_();
while(current)
{
static_cast<ShapeSim*>(current)->createSqBounds();
current = current->mNextInActor;
}
}
void BodySim::destroySqBounds()
{
ElementSim* current = getElements_();
while(current)
{
static_cast<ShapeSim*>(current)->destroySqBounds();
current = current->mNextInActor;
}
}
void BodySim::freezeTransforms(Cm::BitMapPinned* shapeChangedMap)
{
ElementSim* current = getElements_();
while(current)
{
ShapeSim* sim = static_cast<ShapeSim*>(current);
sim->updateCached(PxsTransformFlag::eFROZEN, shapeChangedMap);
sim->destroySqBounds();
current = current->mNextInActor;
}
}
void BodySim::disableCompound()
{
if(isActive())
getScene().removeFromActiveCompoundBodyList(*this);
clearInternalFlag(BF_IS_COMPOUND_RIGID);
}