| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 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_EXTENSIONS_SIMPLE_FACTORY_H |
| 32 | #define PX_PHYSICS_EXTENSIONS_SIMPLE_FACTORY_H |
| 33 | /** \addtogroup extensions |
| 34 | @{ |
| 35 | */ |
| 36 | |
| 37 | #include "common/PxPhysXCommonConfig.h" |
| 38 | #include "foundation/PxTransform.h" |
| 39 | #include "foundation/PxPlane.h" |
| 40 | |
| 41 | #if !PX_DOXYGEN |
| 42 | namespace physx |
| 43 | { |
| 44 | #endif |
| 45 | |
| 46 | class PxPhysics; |
| 47 | class PxMaterial; |
| 48 | class PxRigidActor; |
| 49 | class PxRigidDynamic; |
| 50 | class PxRigidStatic; |
| 51 | class PxGeometry; |
| 52 | class PxShape; |
| 53 | |
| 54 | |
| 55 | /** \brief simple method to create a PxRigidDynamic actor with a single PxShape. |
| 56 | |
| 57 | \param[in] sdk the PxPhysics object |
| 58 | \param[in] transform the global pose of the new object |
| 59 | \param[in] geometry the geometry of the new object's shape, which must be a sphere, capsule, box or convex |
| 60 | \param[in] material the material for the new object's shape |
| 61 | \param[in] density the density of the new object. Must be greater than zero. |
| 62 | \param[in] shapeOffset an optional offset for the new shape, defaults to identity |
| 63 | |
| 64 | \return a new dynamic actor with the PxRigidBodyFlag, or NULL if it could |
| 65 | not be constructed |
| 66 | |
| 67 | @see PxRigidDynamic PxShapeFlag |
| 68 | */ |
| 69 | |
| 70 | PxRigidDynamic* PxCreateDynamic(PxPhysics& sdk, |
| 71 | const PxTransform& transform, |
| 72 | const PxGeometry& geometry, |
| 73 | PxMaterial& material, |
| 74 | PxReal density, |
| 75 | const PxTransform& shapeOffset = PxTransform(PxIdentity)); |
| 76 | |
| 77 | |
| 78 | /** \brief simple method to create a PxRigidDynamic actor with a single PxShape. |
| 79 | |
| 80 | \param[in] sdk the PxPhysics object |
| 81 | \param[in] transform the transform of the new object |
| 82 | \param[in] shape the shape of the new object |
| 83 | \param[in] density the density of the new object. Must be greater than zero. |
| 84 | |
| 85 | \return a new dynamic actor with the PxRigidBodyFlag, or NULL if it could |
| 86 | not be constructed |
| 87 | |
| 88 | @see PxRigidDynamic PxShapeFlag |
| 89 | */ |
| 90 | |
| 91 | PxRigidDynamic* PxCreateDynamic(PxPhysics& sdk, |
| 92 | const PxTransform& transform, |
| 93 | PxShape& shape, |
| 94 | PxReal density); |
| 95 | |
| 96 | |
| 97 | /** \brief simple method to create a kinematic PxRigidDynamic actor with a single PxShape. |
| 98 | |
| 99 | \param[in] sdk the PxPhysics object |
| 100 | \param[in] transform the global pose of the new object |
| 101 | \param[in] geometry the geometry of the new object's shape |
| 102 | \param[in] material the material for the new object's shape |
| 103 | \param[in] density the density of the new object. Must be greater than zero if the object is to participate in simulation. |
| 104 | \param[in] shapeOffset an optional offset for the new shape, defaults to identity |
| 105 | |
| 106 | \note unlike PxCreateDynamic, the geometry is not restricted to box, capsule, sphere or convex. However, |
| 107 | kinematics of other geometry types may not participate in simulation collision and may be used only for |
| 108 | triggers or scene queries of moving objects under animation control. In this case the density parameter |
| 109 | will be ignored and the created shape will be set up as a scene query only shape (see #PxShapeFlag::eSCENE_QUERY_SHAPE) |
| 110 | |
| 111 | \return a new dynamic actor with the PxRigidBodyFlag::eKINEMATIC set, or NULL if it could |
| 112 | not be constructed |
| 113 | |
| 114 | @see PxRigidDynamic PxShapeFlag |
| 115 | */ |
| 116 | |
| 117 | PxRigidDynamic* PxCreateKinematic(PxPhysics& sdk, |
| 118 | const PxTransform& transform, |
| 119 | const PxGeometry& geometry, |
| 120 | PxMaterial& material, |
| 121 | PxReal density, |
| 122 | const PxTransform& shapeOffset = PxTransform(PxIdentity)); |
| 123 | |
| 124 | |
| 125 | /** \brief simple method to create a kinematic PxRigidDynamic actor with a single PxShape. |
| 126 | |
| 127 | \param[in] sdk the PxPhysics object |
| 128 | \param[in] transform the global pose of the new object |
| 129 | \param[in] density the density of the new object. Must be greater than zero if the object is to participate in simulation. |
| 130 | \param[in] shape the shape of the new object |
| 131 | |
| 132 | \note unlike PxCreateDynamic, the geometry is not restricted to box, capsule, sphere or convex. However, |
| 133 | kinematics of other geometry types may not participate in simulation collision and may be used only for |
| 134 | triggers or scene queries of moving objects under animation control. In this case the density parameter |
| 135 | will be ignored and the created shape will be set up as a scene query only shape (see #PxShapeFlag::eSCENE_QUERY_SHAPE) |
| 136 | |
| 137 | \return a new dynamic actor with the PxRigidBodyFlag::eKINEMATIC set, or NULL if it could |
| 138 | not be constructed |
| 139 | |
| 140 | @see PxRigidDynamic PxShapeFlag |
| 141 | */ |
| 142 | |
| 143 | PxRigidDynamic* PxCreateKinematic(PxPhysics& sdk, |
| 144 | const PxTransform& transform, |
| 145 | PxShape& shape, |
| 146 | PxReal density); |
| 147 | |
| 148 | |
| 149 | /** \brief simple method to create a PxRigidStatic actor with a single PxShape. |
| 150 | |
| 151 | \param[in] sdk the PxPhysics object |
| 152 | \param[in] transform the global pose of the new object |
| 153 | \param[in] geometry the geometry of the new object's shape |
| 154 | \param[in] material the material for the new object's shape |
| 155 | \param[in] shapeOffset an optional offset for the new shape, defaults to identity |
| 156 | |
| 157 | \return a new static actor, or NULL if it could not be constructed |
| 158 | |
| 159 | @see PxRigidStatic |
| 160 | */ |
| 161 | |
| 162 | PxRigidStatic* PxCreateStatic(PxPhysics& sdk, |
| 163 | const PxTransform& transform, |
| 164 | const PxGeometry& geometry, |
| 165 | PxMaterial& material, |
| 166 | const PxTransform& shapeOffset = PxTransform(PxIdentity)); |
| 167 | |
| 168 | |
| 169 | /** \brief simple method to create a PxRigidStatic actor with a single PxShape. |
| 170 | |
| 171 | \param[in] sdk the PxPhysics object |
| 172 | \param[in] transform the global pose of the new object |
| 173 | \param[in] shape the new object's shape |
| 174 | |
| 175 | \return a new static actor, or NULL if it could not be constructed |
| 176 | |
| 177 | @see PxRigidStatic |
| 178 | */ |
| 179 | |
| 180 | PxRigidStatic* PxCreateStatic(PxPhysics& sdk, |
| 181 | const PxTransform& transform, |
| 182 | PxShape& shape); |
| 183 | |
| 184 | |
| 185 | /** \brief simple method to create a PxRigidStatic actor with a single PxShape. |
| 186 | |
| 187 | \param[in] sdk the PxPhysics object |
| 188 | \param[in] transform the global pose of the new object |
| 189 | \param[in] shape the new object's shape |
| 190 | |
| 191 | \return a new static actor, or NULL if it could not be constructed |
| 192 | |
| 193 | @see PxRigidStatic |
| 194 | */ |
| 195 | |
| 196 | PxRigidStatic* PxCreateStatic(PxPhysics& sdk, |
| 197 | const PxTransform& transform, |
| 198 | PxShape& shape); |
| 199 | |
| 200 | |
| 201 | /** |
| 202 | \brief create a shape by copying attributes from another shape |
| 203 | |
| 204 | The function clones a PxShape. The following properties are copied: |
| 205 | - geometry |
| 206 | - flags |
| 207 | - materials |
| 208 | - actor-local pose |
| 209 | - contact offset |
| 210 | - rest offset |
| 211 | - simulation filter data |
| 212 | - query filter data |
| 213 | |
| 214 | The following are not copied and retain their default values: |
| 215 | - name |
| 216 | - user data |
| 217 | |
| 218 | \param[in] physicsSDK - the physics SDK used to allocate the shape |
| 219 | \param[in] shape the shape from which to take the attributes. |
| 220 | \param[in] isExclusive whether the new shape should be an exclusive or shared shape. |
| 221 | |
| 222 | \return the newly-created rigid static |
| 223 | |
| 224 | */ |
| 225 | |
| 226 | PxShape* PxCloneShape(PxPhysics& physicsSDK, |
| 227 | const PxShape& shape, |
| 228 | bool isExclusive); |
| 229 | |
| 230 | |
| 231 | |
| 232 | /** |
| 233 | \brief create a static body by copying attributes from another rigid actor |
| 234 | |
| 235 | The function clones a PxRigidDynamic or PxRigidStatic as a PxRigidStatic. A uniform scale is applied. The following properties are copied: |
| 236 | - shapes |
| 237 | - actor flags |
| 238 | - owner client and client behavior bits |
| 239 | |
| 240 | The following are not copied and retain their default values: |
| 241 | - name |
| 242 | - joints or observers |
| 243 | - aggregate or scene membership |
| 244 | - user data |
| 245 | |
| 246 | \note Transforms are not copied with bit-exact accuracy. |
| 247 | |
| 248 | \param[in] physicsSDK - the physics SDK used to allocate the rigid static |
| 249 | \param[in] actor the rigid actor from which to take the attributes. |
| 250 | \param[in] transform the transform of the new static. |
| 251 | |
| 252 | \return the newly-created rigid static |
| 253 | |
| 254 | */ |
| 255 | |
| 256 | PxRigidStatic* PxCloneStatic(PxPhysics& physicsSDK, |
| 257 | const PxTransform& transform, |
| 258 | const PxRigidActor& actor); |
| 259 | |
| 260 | |
| 261 | /** |
| 262 | \brief create a dynamic body by copying attributes from an existing body |
| 263 | |
| 264 | The following properties are copied: |
| 265 | - shapes |
| 266 | - actor flags and rigidDynamic flags |
| 267 | - mass, moment of inertia, and center of mass frame |
| 268 | - linear and angular velocity |
| 269 | - linear and angular damping |
| 270 | - maximum angular velocity |
| 271 | - position and velocity solver iterations |
| 272 | - maximum depenetration velocity |
| 273 | - sleep threshold |
| 274 | - contact report threshold |
| 275 | - dominance group |
| 276 | - owner client and client behavior bits |
| 277 | - name pointer |
| 278 | |
| 279 | The following are not copied and retain their default values: |
| 280 | - name |
| 281 | - joints or observers |
| 282 | - aggregate or scene membership |
| 283 | - sleep timer |
| 284 | - user data |
| 285 | |
| 286 | \note Transforms are not copied with bit-exact accuracy. |
| 287 | |
| 288 | \param[in] physicsSDK PxPhysics - the physics SDK used to allocate the rigid static |
| 289 | \param[in] body the rigid dynamic to clone. |
| 290 | \param[in] transform the transform of the new dynamic |
| 291 | |
| 292 | \return the newly-created rigid static |
| 293 | |
| 294 | */ |
| 295 | |
| 296 | PxRigidDynamic* PxCloneDynamic(PxPhysics& physicsSDK, |
| 297 | const PxTransform& transform, |
| 298 | const PxRigidDynamic& body); |
| 299 | |
| 300 | |
| 301 | /** \brief create a plane actor. The plane equation is n.x + d = 0 |
| 302 | |
| 303 | \param[in] sdk the PxPhysics object |
| 304 | \param[in] plane a plane of the form n.x + d = 0 |
| 305 | \param[in] material the material for the new object's shape |
| 306 | |
| 307 | \return a new static actor, or NULL if it could not be constructed |
| 308 | |
| 309 | @see PxRigidStatic |
| 310 | */ |
| 311 | |
| 312 | PxRigidStatic* PxCreatePlane(PxPhysics& sdk, |
| 313 | const PxPlane& plane, |
| 314 | PxMaterial& material); |
| 315 | |
| 316 | |
| 317 | /** |
| 318 | \brief scale a rigid actor by a uniform scale |
| 319 | |
| 320 | The geometry and relative positions of the actor are multiplied by the given scale value. If the actor is a rigid body or an |
| 321 | articulation link and the scaleMassProps value is true, the mass properties are scaled assuming the density is constant: the |
| 322 | center of mass is linearly scaled, the mass is multiplied by the cube of the scale, and the inertia tensor by the fifth power of the scale. |
| 323 | |
| 324 | \param[in] actor a rigid actor |
| 325 | \param[in] scale the scale by which to multiply the actor. Must be >0. |
| 326 | \param[in] scaleMassProps whether to scale the mass properties |
| 327 | */ |
| 328 | |
| 329 | void PxScaleRigidActor(PxRigidActor& actor, PxReal scale, bool scaleMassProps = true); |
| 330 | |
| 331 | |
| 332 | #if !PX_DOXYGEN |
| 333 | } // namespace physx |
| 334 | #endif |
| 335 | |
| 336 | /** @} */ |
| 337 | #endif |
| 338 | |