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| 25 | // | 
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. | 
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. | 
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.   | 
| 29 |  | 
| 30 |  | 
| 31 | #ifndef PX_PHYSICS_NX_RIGIDBODY | 
| 32 | #define PX_PHYSICS_NX_RIGIDBODY | 
| 33 | /** \addtogroup physics | 
| 34 | @{ | 
| 35 | */ | 
| 36 |  | 
| 37 | #include "PxRigidActor.h" | 
| 38 | #include "PxForceMode.h" | 
| 39 |  | 
| 40 | #if !PX_DOXYGEN | 
| 41 | namespace physx | 
| 42 | { | 
| 43 | #endif | 
| 44 |  | 
| 45 |  | 
| 46 | /** | 
| 47 | \brief Collection of flags describing the behavior of a rigid body. | 
| 48 |  | 
| 49 | @see PxRigidBody.setRigidBodyFlag(), PxRigidBody.getRigidBodyFlags() | 
| 50 | */ | 
| 51 |  | 
| 52 | struct PxRigidBodyFlag | 
| 53 | { | 
| 54 | 	enum Enum | 
| 55 | 	{ | 
| 56 |  | 
| 57 | 		/** | 
| 58 | 		\brief Enables kinematic mode for the actor. | 
| 59 |  | 
| 60 | 		Kinematic actors are special dynamic actors that are not  | 
| 61 | 		influenced by forces (such as gravity), and have no momentum. They are considered to have infinite | 
| 62 | 		mass and can be moved around the world using the setKinematicTarget() method. They will push  | 
| 63 | 		regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects. | 
| 64 |  | 
| 65 | 		Kinematic actors are great for moving platforms or characters, where direct motion control is desired. | 
| 66 |  | 
| 67 | 		You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform | 
| 68 | 		is moving with a relatively low, uniform velocity. | 
| 69 |  | 
| 70 | 		<b>Sleeping:</b> | 
| 71 | 		\li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0. | 
| 72 | 		\li If this flag gets cleared, the current sleep state of the actor will be kept. | 
| 73 |  | 
| 74 | 		\note kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD | 
| 75 |  | 
| 76 | 		@see PxRigidDynamic.setKinematicTarget() | 
| 77 | 		*/ | 
| 78 | 		eKINEMATIC									= (1<<0),		//!< Enable kinematic mode for the body. | 
| 79 |  | 
| 80 | 		/** | 
| 81 | 		\brief Use the kinematic target transform for scene queries. | 
| 82 |  | 
| 83 | 		If this flag is raised, then scene queries will treat the kinematic target transform as the current pose | 
| 84 | 		of the body (instead of using the actual pose). Without this flag, the kinematic target will only take  | 
| 85 | 		effect with respect to scene queries after a simulation step. | 
| 86 |  | 
| 87 | 		@see PxRigidDynamic.setKinematicTarget() | 
| 88 | 		*/ | 
| 89 | 		eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES		= (1<<1), | 
| 90 |  | 
| 91 | 		/** | 
| 92 | 		\brief Enables swept integration for the actor. | 
| 93 |  | 
| 94 | 		If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to  | 
| 95 | 		high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to  | 
| 96 | 		individual interactions.  | 
| 97 |  | 
| 98 | 		\note kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor | 
| 99 |  | 
| 100 | 		*/ | 
| 101 | 		eENABLE_CCD					= (1<<2),		//!< Enable CCD for the body. | 
| 102 |  | 
| 103 | 		/** | 
| 104 | 		\brief Enabled CCD in swept integration for the actor. | 
| 105 |  | 
| 106 | 		If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because  | 
| 107 | 		CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior  | 
| 108 | 		that is a closer match for previous versions of the SDK. | 
| 109 |  | 
| 110 | 		\note This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect. | 
| 111 | 		*/ | 
| 112 | 		eENABLE_CCD_FRICTION			= (1<<3), | 
| 113 |  | 
| 114 | 		/** | 
| 115 | 		\brief Register a rigid body for reporting pose changes by the simulation at an early stage. | 
| 116 |  | 
| 117 | 		Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and | 
| 118 | 		not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported | 
| 119 | 		in #PxSimulationEventCallback::onAdvance(). Please refer to the documentation of that callback to understand | 
| 120 | 		the behavior and limitations of this functionality. | 
| 121 |  | 
| 122 | 		@see PxSimulationEventCallback::onAdvance() | 
| 123 | 		*/ | 
| 124 | 		eENABLE_POSE_INTEGRATION_PREVIEW 	= (1 << 4), | 
| 125 |  | 
| 126 | 		/** | 
| 127 | 		\brief Register a rigid body to dynamicly adjust contact offset based on velocity. This can be used to achieve a CCD effect. | 
| 128 | 		*/ | 
| 129 | 		eENABLE_SPECULATIVE_CCD 			= (1 << 5), | 
| 130 |  | 
| 131 | 		/** | 
| 132 | 		\brief Permit CCD to limit maxContactImpulse. This is useful for use-cases like a destruction system but can cause visual artefacts so is not enabled by default. | 
| 133 | 		*/ | 
| 134 | 		eENABLE_CCD_MAX_CONTACT_IMPULSE = (1 << 6), | 
| 135 |  | 
| 136 | 		/** | 
| 137 | 		\brief Carries over forces/accelerations between frames, rather than clearning them | 
| 138 | 		*/ | 
| 139 | 		eRETAIN_ACCELERATIONS = (1<<7), | 
| 140 |  | 
| 141 | 		/** | 
| 142 | 		\brief Forces kinematic-kinematic pairs notifications for this actor. | 
| 143 |  | 
| 144 | 		This flag overrides the global scene-level PxPairFilteringMode setting for kinematic actors. | 
| 145 | 		This is equivalent to having PxPairFilteringMode::eKEEP for pairs involving this actor. | 
| 146 |  | 
| 147 | 		A particular use case is when you have a large amount of kinematic actors, but you are only | 
| 148 | 		interested in interactions between a few of them. In this case it is best to use set | 
| 149 | 		PxSceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKILL, and then raise the | 
| 150 | 		eFORCE_KINE_KINE_NOTIFICATIONS flag on the small set of kinematic actors that need | 
| 151 | 		notifications. | 
| 152 |  | 
| 153 | 		\note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set. | 
| 154 |  | 
| 155 | 		\warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene. | 
| 156 |  | 
| 157 | 		@see PxPairFilteringMode PxSceneDesc.kineKineFilteringMode | 
| 158 | 		*/ | 
| 159 | 		eFORCE_KINE_KINE_NOTIFICATIONS = (1<<8), | 
| 160 |  | 
| 161 | 		/** | 
| 162 | 		\brief Forces static-kinematic pairs notifications for this actor. | 
| 163 |  | 
| 164 | 		Similar to eFORCE_KINE_KINE_NOTIFICATIONS, but for static-kinematic interactions. | 
| 165 |  | 
| 166 | 		\note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set. | 
| 167 |  | 
| 168 | 		\warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene. | 
| 169 |  | 
| 170 | 		@see PxPairFilteringMode PxSceneDesc.staticKineFilteringMode | 
| 171 | 		*/ | 
| 172 | 		eFORCE_STATIC_KINE_NOTIFICATIONS = (1<<9), | 
| 173 |  | 
| 174 | 		/** | 
| 175 | 		\brief Reserved for internal usage | 
| 176 | 		*/ | 
| 177 | 		eRESERVED = (1<<15) | 
| 178 | 	}; | 
| 179 | }; | 
| 180 |  | 
| 181 | /** | 
| 182 | \brief collection of set bits defined in PxRigidBodyFlag. | 
| 183 |  | 
| 184 | @see PxRigidBodyFlag | 
| 185 | */ | 
| 186 | typedef PxFlags<PxRigidBodyFlag::Enum,PxU16> PxRigidBodyFlags; | 
| 187 | PX_FLAGS_OPERATORS(PxRigidBodyFlag::Enum,PxU16) | 
| 188 |  | 
| 189 | /** | 
| 190 | \brief PxRigidBody is a base class shared between dynamic rigid body objects. | 
| 191 |  | 
| 192 | @see PxRigidActor | 
| 193 | */ | 
| 194 |  | 
| 195 | class PxRigidBody : public PxRigidActor | 
| 196 | { | 
| 197 | public: | 
| 198 | 	// Runtime modifications | 
| 199 |  | 
| 200 | /************************************************************************************************/ | 
| 201 | /** @name Mass Manipulation | 
| 202 | */ | 
| 203 |  | 
| 204 | 	/** | 
| 205 | 	\brief Sets the pose of the center of mass relative to the actor.	 | 
| 206 | 	 | 
| 207 | 	\note Changing this transform will not move the actor in the world! | 
| 208 |  | 
| 209 | 	\note Setting an unrealistic center of mass which is a long way from the body can make it difficult for | 
| 210 | 	the SDK to solve constraints. Perhaps leading to instability and jittering bodies. | 
| 211 |  | 
| 212 | 	<b>Default:</b> the identity transform | 
| 213 |  | 
| 214 | 	\param[in] pose Mass frame offset transform relative to the actor frame. <b>Range:</b> rigid body transform. | 
| 215 |  | 
| 216 | 	@see getCMassLocalPose() PxRigidBodyDesc.massLocalPose | 
| 217 | 	*/ | 
| 218 | 	virtual		void			setCMassLocalPose(const PxTransform& pose) = 0; | 
| 219 |  | 
| 220 |  | 
| 221 | 	/** | 
| 222 | 	\brief Retrieves the center of mass pose relative to the actor frame. | 
| 223 |  | 
| 224 | 	\return The center of mass pose relative to the actor frame. | 
| 225 |  | 
| 226 | 	@see setCMassLocalPose() PxRigidBodyDesc.massLocalPose | 
| 227 | 	*/ | 
| 228 | 	virtual		PxTransform 	getCMassLocalPose() const = 0; | 
| 229 |  | 
| 230 |  | 
| 231 | 	/** | 
| 232 | 	\brief Sets the mass of a dynamic actor. | 
| 233 | 	 | 
| 234 | 	The mass must be non-negative. | 
| 235 | 	 | 
| 236 | 	setMass() does not update the inertial properties of the body, to change the inertia tensor | 
| 237 | 	use setMassSpaceInertiaTensor() or the PhysX extensions method #PxRigidBodyExt::updateMassAndInertia(). | 
| 238 |  | 
| 239 | 	\note A value of 0 is interpreted as infinite mass. | 
| 240 | 	\note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic.  | 
| 241 |  | 
| 242 | 	<b>Default:</b> 1.0 | 
| 243 |  | 
| 244 | 	<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. | 
| 245 |  | 
| 246 | 	\param[in] mass New mass value for the actor. <b>Range:</b> [0, PX_MAX_F32) | 
| 247 |  | 
| 248 | 	@see getMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() | 
| 249 | 	*/ | 
| 250 | 	virtual		void			setMass(PxReal mass) = 0; | 
| 251 |  | 
| 252 | 	/** | 
| 253 | 	\brief Retrieves the mass of the actor. | 
| 254 |  | 
| 255 | 	\note A value of 0 is interpreted as infinite mass. | 
| 256 |  | 
| 257 | 	\return The mass of this actor. | 
| 258 |  | 
| 259 | 	@see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() | 
| 260 | 	*/ | 
| 261 | 	virtual		PxReal			getMass() const = 0; | 
| 262 |  | 
| 263 | 	/** | 
| 264 | 	\brief Retrieves the inverse mass of the actor. | 
| 265 |  | 
| 266 | 	\return The inverse mass of this actor. | 
| 267 |  | 
| 268 | 	@see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() | 
| 269 | 	*/ | 
| 270 | 	virtual		PxReal			getInvMass() const = 0; | 
| 271 |  | 
| 272 | 	/** | 
| 273 | 	\brief Sets the inertia tensor, using a parameter specified in mass space coordinates. | 
| 274 | 	 | 
| 275 | 	Note that such matrices are diagonal -- the passed vector is the diagonal. | 
| 276 |  | 
| 277 | 	If you have a non diagonal world/actor space inertia tensor(3x3 matrix). Then you need to | 
| 278 | 	diagonalize it and set an appropriate mass space transform. See #setCMassLocalPose(). | 
| 279 |  | 
| 280 | 	The inertia tensor elements must be non-negative. | 
| 281 |  | 
| 282 | 	\note A value of 0 in an element is interpreted as infinite inertia along that axis. | 
| 283 | 	\note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic.  | 
| 284 |  | 
| 285 | 	<b>Default:</b> (1.0, 1.0, 1.0) | 
| 286 |  | 
| 287 | 	<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. | 
| 288 |  | 
| 289 | 	\param[in] m New mass space inertia tensor for the actor. | 
| 290 |  | 
| 291 | 	@see PxRigidBodyDesc.massSpaceInertia getMassSpaceInertia() setMass() setCMassLocalPose() | 
| 292 | 	*/ | 
| 293 | 	virtual		void			setMassSpaceInertiaTensor(const PxVec3& m) = 0; | 
| 294 |  | 
| 295 | 	/** | 
| 296 | 	\brief  Retrieves the diagonal inertia tensor of the actor relative to the mass coordinate frame. | 
| 297 |  | 
| 298 | 	This method retrieves a mass frame inertia vector. | 
| 299 |  | 
| 300 | 	\return The mass space inertia tensor of this actor. | 
| 301 |  | 
| 302 | 	\note A value of 0 in an element is interpreted as infinite inertia along that axis. | 
| 303 |  | 
| 304 | 	@see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose() | 
| 305 | 	*/ | 
| 306 | 	virtual		PxVec3			getMassSpaceInertiaTensor()			const = 0; | 
| 307 |  | 
| 308 | 	/** | 
| 309 | 	\brief  Retrieves the diagonal inverse inertia tensor of the actor relative to the mass coordinate frame. | 
| 310 |  | 
| 311 | 	This method retrieves a mass frame inverse inertia vector. | 
| 312 |  | 
| 313 | 	\note A value of 0 in an element is interpreted as infinite inertia along that axis. | 
| 314 |  | 
| 315 | 	\return The mass space inverse inertia tensor of this actor. | 
| 316 |  | 
| 317 | 	@see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose() | 
| 318 | 	*/ | 
| 319 | 	virtual		PxVec3			getMassSpaceInvInertiaTensor()			const = 0; | 
| 320 |  | 
| 321 | 	/************************************************************************************************/ | 
| 322 | 	/** @name Damping | 
| 323 | 	*/ | 
| 324 |  | 
| 325 | 	/** | 
| 326 | 	\brief Sets the linear damping coefficient. | 
| 327 |  | 
| 328 | 	Zero represents no damping. The damping coefficient must be nonnegative. | 
| 329 |  | 
| 330 | 	<b>Default:</b> 0.0 | 
| 331 |  | 
| 332 | 	\param[in] linDamp Linear damping coefficient. <b>Range:</b> [0, PX_MAX_F32) | 
| 333 |  | 
| 334 | 	@see getLinearDamping() setAngularDamping() | 
| 335 | 	*/ | 
| 336 | 	virtual		void				setLinearDamping(PxReal linDamp) = 0; | 
| 337 |  | 
| 338 | 	/** | 
| 339 | 	\brief Retrieves the linear damping coefficient. | 
| 340 |  | 
| 341 | 	\return The linear damping coefficient associated with this actor. | 
| 342 |  | 
| 343 | 	@see setLinearDamping() getAngularDamping() | 
| 344 | 	*/ | 
| 345 | 	virtual		PxReal				getLinearDamping() const = 0; | 
| 346 |  | 
| 347 | 	/** | 
| 348 | 	\brief Sets the angular damping coefficient. | 
| 349 |  | 
| 350 | 	Zero represents no damping. | 
| 351 |  | 
| 352 | 	The angular damping coefficient must be nonnegative. | 
| 353 |  | 
| 354 | 	<b>Default:</b> 0.05 | 
| 355 |  | 
| 356 | 	\param[in] angDamp Angular damping coefficient. <b>Range:</b> [0, PX_MAX_F32) | 
| 357 |  | 
| 358 | 	@see getAngularDamping() setLinearDamping() | 
| 359 | 	*/ | 
| 360 | 	virtual		void				setAngularDamping(PxReal angDamp) = 0; | 
| 361 |  | 
| 362 | 	/** | 
| 363 | 	\brief Retrieves the angular damping coefficient. | 
| 364 |  | 
| 365 | 	\return The angular damping coefficient associated with this actor. | 
| 366 |  | 
| 367 | 	@see setAngularDamping() getLinearDamping() | 
| 368 | 	*/ | 
| 369 | 	virtual		PxReal				getAngularDamping() const = 0; | 
| 370 |  | 
| 371 |  | 
| 372 | /************************************************************************************************/ | 
| 373 | /** @name Velocity | 
| 374 | */ | 
| 375 |  | 
| 376 |  | 
| 377 | 	/** | 
| 378 | 	\brief Retrieves the linear velocity of an actor. | 
| 379 |  | 
| 380 | 	\return The linear velocity of the actor. | 
| 381 |  | 
| 382 | 	@see PxRigidDynamic.setLinearVelocity() getAngularVelocity() | 
| 383 | 	*/ | 
| 384 | 	virtual		PxVec3			getLinearVelocity()		const = 0; | 
| 385 |  | 
| 386 | 	/** | 
| 387 | 	\brief Sets the linear velocity of the actor. | 
| 388 | 	 | 
| 389 | 	Note that if you continuously set the velocity of an actor yourself,  | 
| 390 | 	forces such as gravity or friction will not be able to manifest themselves, because forces directly | 
| 391 | 	influence only the velocity/momentum of an actor. | 
| 392 |  | 
| 393 | 	<b>Default:</b> (0.0, 0.0, 0.0) | 
| 394 |  | 
| 395 | 	<b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the  | 
| 396 | 	new velocity is non-zero | 
| 397 |  | 
| 398 | 	\note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 399 |  | 
| 400 | 	\param[in] linVel New linear velocity of actor. <b>Range:</b> velocity vector | 
| 401 | 	\param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. | 
| 402 |  | 
| 403 | 	@see getLinearVelocity() setAngularVelocity() | 
| 404 | 	*/ | 
| 405 | 	virtual		void			setLinearVelocity(const PxVec3& linVel, bool autowake = true ) = 0; | 
| 406 |  | 
| 407 |  | 
| 408 |  | 
| 409 | 	/** | 
| 410 | 	\brief Retrieves the angular velocity of the actor. | 
| 411 |  | 
| 412 | 	\return The angular velocity of the actor. | 
| 413 |  | 
| 414 | 	@see PxRigidDynamic.setAngularVelocity() getLinearVelocity()  | 
| 415 | 	*/ | 
| 416 | 	virtual		PxVec3			getAngularVelocity()	const = 0; | 
| 417 |  | 
| 418 |  | 
| 419 | 	/** | 
| 420 | 	\brief Sets the angular velocity of the actor. | 
| 421 | 	 | 
| 422 | 	Note that if you continuously set the angular velocity of an actor yourself,  | 
| 423 | 	forces such as friction will not be able to rotate the actor, because forces directly influence only the velocity/momentum. | 
| 424 |  | 
| 425 | 	<b>Default:</b> (0.0, 0.0, 0.0) | 
| 426 |  | 
| 427 | 	<b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the  | 
| 428 | 	new velocity is non-zero | 
| 429 |  | 
| 430 | 	\note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 431 |  | 
| 432 | 	\param[in] angVel New angular velocity of actor. <b>Range:</b> angular velocity vector | 
| 433 | 	\param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero.  If true and the current wake  | 
| 434 | 	counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. | 
| 435 |  | 
| 436 | 	@see getAngularVelocity() setLinearVelocity()  | 
| 437 | 	*/ | 
| 438 | 	virtual		void			setAngularVelocity(const PxVec3& angVel, bool autowake = true ) = 0; | 
| 439 |  | 
| 440 | 	/** | 
| 441 | 	\brief Lets you set the maximum angular velocity permitted for this actor. | 
| 442 |  | 
| 443 | 	For various internal computations, very quickly rotating actors introduce error | 
| 444 | 	into the simulation, which leads to undesired results. | 
| 445 |  | 
| 446 | 	With this function, you can set the  maximum angular velocity permitted for this rigid body. | 
| 447 | 	Higher angular velocities are clamped to this value. | 
| 448 |  | 
| 449 | 	Note: The angular velocity is clamped to the set value <i>before</i> the solver, which means that | 
| 450 | 	the limit may still be momentarily exceeded. | 
| 451 |  | 
| 452 | 	<b>Default:</b> 100.0 | 
| 453 |  | 
| 454 | 	\param[in] maxAngVel Max allowable angular velocity for actor. <b>Range:</b> [0, PX_MAX_F32) | 
| 455 |  | 
| 456 | 	@see getMaxAngularVelocity() | 
| 457 | 	*/ | 
| 458 | 	virtual		void				setMaxAngularVelocity(PxReal maxAngVel) = 0; | 
| 459 |  | 
| 460 | 	/** | 
| 461 | 	\brief Retrieves the maximum angular velocity permitted for this actor. | 
| 462 |  | 
| 463 | 	\return The maximum allowed angular velocity for this actor. | 
| 464 |  | 
| 465 | 	@see setMaxAngularVelocity | 
| 466 | 	*/ | 
| 467 | 	virtual		PxReal				getMaxAngularVelocity()	const = 0; | 
| 468 |  | 
| 469 |  | 
| 470 | 	/** | 
| 471 | 	\brief Lets you set the maximum linear velocity permitted for this actor. | 
| 472 |  | 
| 473 | 	With this function, you can set the  maximum linear velocity permitted for this rigid body. | 
| 474 | 	Higher angular velocities are clamped to this value. | 
| 475 |  | 
| 476 | 	Note: The angular velocity is clamped to the set value <i>before</i> the solver, which means that | 
| 477 | 	the limit may still be momentarily exceeded. | 
| 478 |  | 
| 479 | 	<b>Default:</b> PX_MAX_F32 | 
| 480 |  | 
| 481 | 	\param[in] maxLinVel Max allowable linear velocity for actor. <b>Range:</b> [0, PX_MAX_F32) | 
| 482 |  | 
| 483 | 	@see getMaxAngularVelocity() | 
| 484 | 	*/ | 
| 485 | 	virtual		void				setMaxLinearVelocity(PxReal maxLinVel) = 0; | 
| 486 |  | 
| 487 | 	/** | 
| 488 | 	\brief Retrieves the maximum angular velocity permitted for this actor. | 
| 489 |  | 
| 490 | 	\return The maximum allowed angular velocity for this actor. | 
| 491 |  | 
| 492 | 	@see setMaxLinearVelocity | 
| 493 | 	*/ | 
| 494 | 	virtual		PxReal				getMaxLinearVelocity()	const = 0; | 
| 495 |  | 
| 496 |  | 
| 497 | /************************************************************************************************/ | 
| 498 | /** @name Forces | 
| 499 | */ | 
| 500 |  | 
| 501 | 	/** | 
| 502 | 	\brief Applies a force (or impulse) defined in the global coordinate frame to the actor at its center of mass. | 
| 503 | 	 | 
| 504 | 	<b>This will not induce a torque</b>. | 
| 505 |  | 
| 506 | 	::PxForceMode determines if the force is to be conventional or impulsive. | 
| 507 | 	 | 
| 508 | 	Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION  | 
| 509 | 	and PxForceMode::eVELOCITY_CHANGE respectively.  The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same  | 
| 510 | 	accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using PxForceMode::eACCELERATION and  | 
| 511 | 	PxForceMode::eVELOCITY_CHANGE respectively. | 
| 512 |  | 
| 513 |  | 
| 514 | 	\note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 515 |  | 
| 516 | 	\note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. | 
| 517 |  | 
| 518 | 	\note if this is called on an articulation link, only the link is updated, not the entire articulation. | 
| 519 |  | 
| 520 | 	\note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for details of how to compute the change in linear velocity that  | 
| 521 | 	will arise from the application of an impulsive force, where an impulsive force is applied force multiplied by a timestep. | 
| 522 |  | 
| 523 | 	<b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the force is non-zero. | 
| 524 |  | 
| 525 | 	\param[in] force Force/Impulse to apply defined in the global frame. | 
| 526 | 	\param[in] mode The mode to use when applying the force/impulse(see #PxForceMode) | 
| 527 | 	\param[in] autowake Specify if the call should wake up the actor if it is currently asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. | 
| 528 |  | 
| 529 | 	@see PxForceMode addTorque | 
| 530 | 	*/ | 
| 531 | 	virtual		void			addForce(const PxVec3& force, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0; | 
| 532 |  | 
| 533 | 	/** | 
| 534 | 	\brief Applies an impulsive torque defined in the global coordinate frame to the actor. | 
| 535 |  | 
| 536 | 	::PxForceMode determines if the torque is to be conventional or impulsive. | 
| 537 | 	 | 
| 538 | 	Each actor has an angular acceleration and an angular velocity change accumulator which are directly modified using the modes  | 
| 539 | 	PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively.  The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE  | 
| 540 | 	also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse inertia and then  | 
| 541 | 	using PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively. | 
| 542 | 	 | 
| 543 |  | 
| 544 | 	\note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 545 |  | 
| 546 | 	\note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. | 
| 547 | 	 | 
| 548 | 	\note if this called on an articulation link, only the link is updated, not the entire articulation. | 
| 549 |  | 
| 550 | 	\note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for details of how to compute the change in angular velocity that  | 
| 551 | 	will arise from the application of an impulsive torque, where an impulsive torque is an applied torque multiplied by a timestep. | 
| 552 |  | 
| 553 | 	<b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the torque is non-zero. | 
| 554 |  | 
| 555 | 	\param[in] torque Torque to apply defined in the global frame. <b>Range:</b> torque vector | 
| 556 | 	\param[in] mode The mode to use when applying the force/impulse(see #PxForceMode). | 
| 557 | 	\param[in] autowake whether to wake up the object if it is asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. | 
| 558 |  | 
| 559 | 	@see PxForceMode addForce() | 
| 560 | 	*/ | 
| 561 | 	virtual		void			addTorque(const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0; | 
| 562 |  | 
| 563 | 	/** | 
| 564 | 	\brief Clears the accumulated forces (sets the accumulated force back to zero). | 
| 565 | 	 | 
| 566 | 	Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION  | 
| 567 | 	and PxForceMode::eVELOCITY_CHANGE respectively.  The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same  | 
| 568 | 	accumulators (see PxRigidBody::addForce() for details); therefore the effect of calling clearForce(PxForceMode::eFORCE) is equivalent to calling  | 
| 569 | 	clearForce(PxForceMode::eACCELERATION), and the effect of calling clearForce(PxForceMode::eIMPULSE) is equivalent to calling  | 
| 570 | 	clearForce(PxForceMode::eVELOCITY_CHANGE). | 
| 571 |  | 
| 572 | 	::PxForceMode determines if the cleared force is to be conventional or impulsive. | 
| 573 |  | 
| 574 | 	\note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. | 
| 575 |  | 
| 576 | 	\note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 577 |  | 
| 578 | 	\param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode) | 
| 579 |  | 
| 580 | 	@see PxForceMode addForce | 
| 581 | 	*/ | 
| 582 | 	virtual		void			clearForce(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0; | 
| 583 |  | 
| 584 | 	/** | 
| 585 | 	\brief Clears the impulsive torque defined in the global coordinate frame to the actor. | 
| 586 |  | 
| 587 | 	::PxForceMode determines if the cleared torque is to be conventional or impulsive. | 
| 588 | 	 | 
| 589 | 	Each actor has an angular acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION  | 
| 590 | 	and PxForceMode::eVELOCITY_CHANGE respectively.  The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same  | 
| 591 | 	accumulators (see PxRigidBody::addTorque() for details); therefore the effect of calling clearTorque(PxForceMode::eFORCE) is equivalent to calling  | 
| 592 | 	clearTorque(PxForceMode::eACCELERATION), and the effect of calling clearTorque(PxForceMode::eIMPULSE) is equivalent to calling  | 
| 593 | 	clearTorque(PxForceMode::eVELOCITY_CHANGE).	 | 
| 594 |  | 
| 595 | 	\note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. | 
| 596 |  | 
| 597 | 	\note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 598 |  | 
| 599 | 	\param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode). | 
| 600 |  | 
| 601 | 	@see PxForceMode addTorque | 
| 602 | 	*/ | 
| 603 | 	virtual		void			clearTorque(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0; | 
| 604 |  | 
| 605 |  | 
| 606 | 	/** | 
| 607 | 	\brief Sets the impulsive force and torque defined in the global coordinate frame to the actor. | 
| 608 |  | 
| 609 | 	::PxForceMode determines if the cleared torque is to be conventional or impulsive. | 
| 610 |  | 
| 611 | 	\note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. | 
| 612 |  | 
| 613 | 	\note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. | 
| 614 |  | 
| 615 | 	@see PxForceMode addTorque | 
| 616 | 	*/ | 
| 617 | 	virtual		void			setForceAndTorque(const PxVec3& force, const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE) = 0; | 
| 618 |  | 
| 619 | 	/** | 
| 620 | 	\brief Raises or clears a particular rigid body flag. | 
| 621 | 	 | 
| 622 | 	See the list of flags #PxRigidBodyFlag | 
| 623 |  | 
| 624 | 	<b>Default:</b> no flags are set | 
| 625 |  | 
| 626 | 	<b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. | 
| 627 |  | 
| 628 | 	\param[in] flag		The PxRigidBody flag to raise(set) or clear. See #PxRigidBodyFlag. | 
| 629 | 	\param[in] value	The new boolean value for the flag. | 
| 630 |  | 
| 631 | 	@see PxRigidBodyFlag getRigidBodyFlags()  | 
| 632 | 	*/ | 
| 633 |  | 
| 634 | 	virtual		void				setRigidBodyFlag(PxRigidBodyFlag::Enum flag, bool value) = 0; | 
| 635 | 	virtual		void				setRigidBodyFlags(PxRigidBodyFlags inFlags) = 0; | 
| 636 |  | 
| 637 | 	/** | 
| 638 | 	\brief Reads the PxRigidBody flags. | 
| 639 | 	 | 
| 640 | 	See the list of flags #PxRigidBodyFlag | 
| 641 |  | 
| 642 | 	\return The values of the PxRigidBody flags. | 
| 643 |  | 
| 644 | 	@see PxRigidBodyFlag setRigidBodyFlag() | 
| 645 | 	*/ | 
| 646 | 	virtual		PxRigidBodyFlags	getRigidBodyFlags()	const = 0; | 
| 647 |  | 
| 648 | 	/** | 
| 649 | 	\brief Sets the CCD minimum advance coefficient. | 
| 650 |  | 
| 651 | 	The CCD minimum advance coefficient is a value in the range [0, 1] that is used to control the minimum amount of time a body is integrated when | 
| 652 | 	it has a CCD contact. The actual minimum amount of time that is integrated depends on various properties, including the relative speed and collision shapes | 
| 653 | 	of the bodies involved in the contact. From these properties, a numeric value is calculated that determines the maximum distance (and therefore maximum time)  | 
| 654 | 	which these bodies could be integrated forwards that would ensure that these bodies did not pass through each-other. This value is then scaled by CCD minimum advance | 
| 655 | 	coefficient to determine the amount of time that will be consumed in the CCD pass. | 
| 656 |  | 
| 657 | 	<b>Things to consider:</b>  | 
| 658 | 	A large value (approaching 1) ensures that the objects will always advance some time. However, larger values increase the chances of objects gently drifting through each-other in | 
| 659 | 	scenes which the constraint solver can't converge, e.g. scenes where an object is being dragged through a wall with a constraint. | 
| 660 | 	A value of 0 ensures that the pair of objects stop at the exact time-of-impact and will not gently drift through each-other. However, with very small/thin objects initially in  | 
| 661 | 	contact, this can lead to a large amount of time being dropped and increases the chances of jamming. Jamming occurs when the an object is persistently in contact with an object  | 
| 662 | 	such that the time-of-impact is	0, which results in no time being advanced for those objects in that CCD pass. | 
| 663 |  | 
| 664 | 	The chances of jamming can be reduced by increasing the number of CCD mass @see PxSceneDesc.ccdMaxPasses. However, increasing this number increases the CCD overhead. | 
| 665 |  | 
| 666 | 	\param[in] advanceCoefficient The CCD min advance coefficient. <b>Range:</b> [0, 1] <b>Default:</b> 0.15 | 
| 667 | 	*/ | 
| 668 |  | 
| 669 | 	virtual void setMinCCDAdvanceCoefficient(PxReal advanceCoefficient) = 0; | 
| 670 |  | 
| 671 | 	/** | 
| 672 | 	\brief Gets the CCD minimum advance coefficient. | 
| 673 |  | 
| 674 | 	\return The value of the CCD min advance coefficient. | 
| 675 |  | 
| 676 | 	@see setMinCCDAdvanceCoefficient | 
| 677 |  | 
| 678 | 	*/ | 
| 679 |  | 
| 680 | 	virtual PxReal getMinCCDAdvanceCoefficient() const = 0; | 
| 681 |  | 
| 682 |  | 
| 683 | 	/** | 
| 684 | 	\brief Sets the maximum depenetration velocity permitted to be introduced by the solver. | 
| 685 | 	This value controls how much velocity the solver can introduce to correct for penetrations in contacts.  | 
| 686 | 	\param[in] biasClamp The maximum velocity to de-penetrate by <b>Range:</b> (0, PX_MAX_F32]. | 
| 687 | 	*/ | 
| 688 | 	virtual void setMaxDepenetrationVelocity(PxReal biasClamp) = 0; | 
| 689 |  | 
| 690 | 	/** | 
| 691 | 	\brief Returns the maximum depenetration velocity the solver is permitted to introduced. | 
| 692 | 	This value controls how much velocity the solver can introduce to correct for penetrations in contacts.  | 
| 693 | 	\return The maximum penetration bias applied by the solver. | 
| 694 | 	*/ | 
| 695 | 	virtual PxReal getMaxDepenetrationVelocity() const = 0; | 
| 696 |  | 
| 697 |  | 
| 698 | 	/** | 
| 699 | 	\brief Sets a limit on the impulse that may be applied at a contact. The maximum impulse at a contact between two dynamic or kinematic | 
| 700 | 	bodies will be the minimum	of the two limit values. For a collision between a static and a dynamic body, the impulse is limited | 
| 701 | 	by the value for the dynamic body. | 
| 702 |  | 
| 703 | 	\param[in] maxImpulse the maximum contact impulse. <b>Range:</b> [0, PX_MAX_F32] <b>Default:</b> PX_MAX_F32 | 
| 704 |  | 
| 705 | 	@see getMaxContactImpulse | 
| 706 | 	*/ | 
| 707 | 	virtual void setMaxContactImpulse(PxReal maxImpulse) = 0; | 
| 708 |  | 
| 709 | 	/** | 
| 710 | 	\brief Returns the maximum impulse that may be applied at a contact. | 
| 711 |  | 
| 712 | 	\return The maximum impulse that may be applied at a contact | 
| 713 |  | 
| 714 | 	@see setMaxContactImpulse | 
| 715 | 	*/ | 
| 716 | 	virtual PxReal getMaxContactImpulse() const = 0; | 
| 717 |  | 
| 718 | 	/** | 
| 719 | 	\brief Returns the island node index that only for internal use only | 
| 720 |  | 
| 721 | 	\return The island node index that only for internal use only | 
| 722 | 	*/ | 
| 723 | 	virtual PxU32 getInternalIslandNodeIndex() const = 0; | 
| 724 |  | 
| 725 |  | 
| 726 | protected: | 
| 727 | 	PX_INLINE					PxRigidBody(PxType concreteType, PxBaseFlags baseFlags) : PxRigidActor(concreteType, baseFlags) {} | 
| 728 | 	PX_INLINE					PxRigidBody(PxBaseFlags baseFlags) : PxRigidActor(baseFlags) {} | 
| 729 | 	virtual						~PxRigidBody()	{} | 
| 730 | 	virtual		bool			isKindOf(const char* name)const	{	return !::strcmp(s1: "PxRigidBody" , s2: name) || PxRigidActor::isKindOf(name); } | 
| 731 | }; | 
| 732 |  | 
| 733 |  | 
| 734 | #if !PX_DOXYGEN | 
| 735 | } // namespace physx | 
| 736 | #endif | 
| 737 |  | 
| 738 | /** @} */ | 
| 739 | #endif | 
| 740 |  |