183 lines
8.1 KiB
C++
183 lines
8.1 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 PXS_RIGID_BODY_H
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#define PXS_RIGID_BODY_H
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#include "PxvDynamics.h"
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#include "CmSpatialVector.h"
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namespace physx
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{
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struct PxsCCDBody;
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#define PX_INTERNAL_LOCK_FLAG_START 8
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PX_ALIGN_PREFIX(16)
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class PxsRigidBody
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{
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public:
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enum PxsRigidBodyFlag
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{
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eFROZEN = 1 << 0, //This flag indicates that the stabilization is enabled and the body is
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//"frozen". By "frozen", we mean that the body's transform is unchanged
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//from the previous frame. This permits various optimizations.
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eFREEZE_THIS_FRAME = 1 << 1,
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eUNFREEZE_THIS_FRAME = 1 << 2,
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eACTIVATE_THIS_FRAME = 1 << 3,
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eDEACTIVATE_THIS_FRAME = 1 << 4,
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// PT: this flag is now only used on the GPU. For the CPU the data is now stored directly in PxsBodyCore.
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eDISABLE_GRAVITY_GPU = 1 << 5,
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eSPECULATIVE_CCD = 1 << 6,
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//KS - copied here for GPU simulation to avoid needing to pass another set of flags around.
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eLOCK_LINEAR_X = 1 << (PX_INTERNAL_LOCK_FLAG_START),
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eLOCK_LINEAR_Y = 1 << (PX_INTERNAL_LOCK_FLAG_START + 1),
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eLOCK_LINEAR_Z = 1 << (PX_INTERNAL_LOCK_FLAG_START + 2),
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eLOCK_ANGULAR_X = 1 << (PX_INTERNAL_LOCK_FLAG_START + 3),
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eLOCK_ANGULAR_Y = 1 << (PX_INTERNAL_LOCK_FLAG_START + 4),
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eLOCK_ANGULAR_Z = 1 << (PX_INTERNAL_LOCK_FLAG_START + 5)
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};
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PX_FORCE_INLINE PxsRigidBody(PxsBodyCore* core, PxReal freeze_count) :
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// PT: TODO: unify naming conventions
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mLastTransform (core->body2World),
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mInternalFlags (0),
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solverIterationCounts (core->solverIterationCounts),
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mCCD (NULL),
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mCore (core),
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sleepLinVelAcc (PxVec3(0.0f)),
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freezeCount (freeze_count),
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sleepAngVelAcc (PxVec3(0.0f)),
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accelScale (1.0f)
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{}
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PX_FORCE_INLINE ~PxsRigidBody() {}
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PX_FORCE_INLINE const PxTransform& getPose() const { PX_ASSERT(mCore->body2World.isSane()); return mCore->body2World; }
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PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { PX_ASSERT(mCore->linearVelocity.isFinite()); return mCore->linearVelocity; }
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PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { PX_ASSERT(mCore->angularVelocity.isFinite()); return mCore->angularVelocity; }
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PX_FORCE_INLINE void setVelocity(const PxVec3& linear,
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const PxVec3& angular) { PX_ASSERT(linear.isFinite()); PX_ASSERT(angular.isFinite());
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mCore->linearVelocity = linear;
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mCore->angularVelocity = angular; }
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PX_FORCE_INLINE void setLinearVelocity(const PxVec3& linear) { PX_ASSERT(linear.isFinite()); mCore->linearVelocity = linear; }
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PX_FORCE_INLINE void setAngularVelocity(const PxVec3& angular) { PX_ASSERT(angular.isFinite()); mCore->angularVelocity = angular; }
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PX_FORCE_INLINE void constrainLinearVelocity();
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PX_FORCE_INLINE void constrainAngularVelocity();
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PX_FORCE_INLINE PxU32 getIterationCounts() { return mCore->solverIterationCounts; }
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PX_FORCE_INLINE PxReal getReportThreshold() const { return mCore->contactReportThreshold; }
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PX_FORCE_INLINE const PxTransform& getLastCCDTransform() const { return mLastTransform; }
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PX_FORCE_INLINE void saveLastCCDTransform() { mLastTransform = mCore->body2World; }
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PX_FORCE_INLINE bool isKinematic() const { return mCore->inverseMass == 0.0f; }
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PX_FORCE_INLINE void setPose(const PxTransform& pose) { mCore->body2World = pose; }
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PX_FORCE_INLINE void setPosition(const PxVec3& position) { mCore->body2World.p = position; }
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PX_FORCE_INLINE PxReal getInvMass() const { return mCore->inverseMass; }
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PX_FORCE_INLINE PxVec3 getInvInertia() const { return mCore->inverseInertia; }
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PX_FORCE_INLINE PxReal getMass() const { return 1.0f/mCore->inverseMass; }
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PX_FORCE_INLINE PxVec3 getInertia() const { return PxVec3(1.0f/mCore->inverseInertia.x,
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1.0f/mCore->inverseInertia.y,
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1.0f/mCore->inverseInertia.z); }
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PX_FORCE_INLINE PxsBodyCore& getCore() { return *mCore; }
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PX_FORCE_INLINE const PxsBodyCore& getCore() const { return *mCore; }
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PX_FORCE_INLINE PxU32 isActivateThisFrame() const { return PxU32(mInternalFlags & eACTIVATE_THIS_FRAME); }
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PX_FORCE_INLINE PxU32 isDeactivateThisFrame() const { return PxU32(mInternalFlags & eDEACTIVATE_THIS_FRAME); }
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PX_FORCE_INLINE PxU32 isFreezeThisFrame() const { return PxU32(mInternalFlags & eFREEZE_THIS_FRAME); }
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PX_FORCE_INLINE PxU32 isUnfreezeThisFrame() const { return PxU32(mInternalFlags & eUNFREEZE_THIS_FRAME); }
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PX_FORCE_INLINE void clearFreezeFlag() { mInternalFlags &= ~eFREEZE_THIS_FRAME; }
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PX_FORCE_INLINE void clearUnfreezeFlag() { mInternalFlags &= ~eUNFREEZE_THIS_FRAME; }
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PX_FORCE_INLINE void clearAllFrameFlags() { mInternalFlags &= eFROZEN; }
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// PT: implemented in PxsCCD.cpp:
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void advanceToToi(PxReal toi, PxReal dt, bool clip);
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void advancePrevPoseToToi(PxReal toi);
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// PxTransform getAdvancedTransform(PxReal toi) const;
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Cm::SpatialVector getPreSolverVelocities() const;
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PxTransform mLastTransform; //28 (28)
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PxU16 mInternalFlags; //30 (30)
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PxU16 solverIterationCounts; //32 (32)
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PxsCCDBody* mCCD; //36 (40) // only valid during CCD
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PxsBodyCore* mCore; //40 (48)
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#if !PX_P64_FAMILY
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PxU32 alignmentPad[2]; //48 (48)
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#endif
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PxVec3 sleepLinVelAcc; //60 (60)
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PxReal freezeCount; //64 (64)
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PxVec3 sleepAngVelAcc; //76 (76)
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PxReal accelScale; //80 (80)
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}
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PX_ALIGN_SUFFIX(16);
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PX_COMPILE_TIME_ASSERT(0 == (sizeof(PxsRigidBody) & 0x0f));
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void PxsRigidBody::constrainLinearVelocity()
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{
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const PxU32 lockFlags = mCore->lockFlags;
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if(lockFlags)
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{
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X)
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mCore->linearVelocity.x = 0.0f;
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y)
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mCore->linearVelocity.y = 0.0f;
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z)
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mCore->linearVelocity.z = 0.0f;
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}
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}
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void PxsRigidBody::constrainAngularVelocity()
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{
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const PxU32 lockFlags = mCore->lockFlags;
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if(lockFlags)
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{
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X)
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mCore->angularVelocity.x = 0.0f;
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y)
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mCore->angularVelocity.y = 0.0f;
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if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z)
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mCore->angularVelocity.z = 0.0f;
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}
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}
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}
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#endif
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