109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_SCALE_H
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#define PX_SCALE_H
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/** \addtogroup common
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@{
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*/
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#include "common/PxPhysXCommonConfig.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxPhysics;
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/**
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\brief Class to define the scale at which simulation runs. Most simulation tolerances are
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calculated in terms of the values here.
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\note if you change the simulation scale, you will probablly also wish to change the scene's
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default value of gravity, and stable simulation will probably require changes to the scene's
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bounceThreshold also.
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*/
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class PxTolerancesScale
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{
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public:
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/** brief
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The approximate size of objects in the simulation.
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For simulating roughly human-sized in metric units, 1 is a good choice.
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If simulation is done in centimetres, use 100 instead. This is used to
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estimate certain length-related tolerances.
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*/
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PxReal length;
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/** brief
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The typical magnitude of velocities of objects in simulation. This is used to estimate
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whether a contact should be treated as bouncing or resting based on its impact velocity,
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and a kinetic energy threshold below which the simulation may put objects to sleep.
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For normal physical environments, a good choice is the approximate speed of an object falling
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under gravity for one second.
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*/
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PxReal speed;
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/**
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\brief constructor sets to default
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*/
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PX_INLINE PxTolerancesScale();
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid (returns always true).
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*/
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PX_INLINE bool isValid() const;
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};
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PX_INLINE PxTolerancesScale::PxTolerancesScale():
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length(1.0f),
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speed(10.0f)
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{
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}
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PX_INLINE bool PxTolerancesScale::isValid() const
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{
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return length>0.0f;
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}
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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