| 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 PXV_DYNAMICS_H |
| 32 | #define PXV_DYNAMICS_H |
| 33 | |
| 34 | #include "foundation/PxVec3.h" |
| 35 | #include "foundation/PxQuat.h" |
| 36 | #include "foundation/PxTransform.h" |
| 37 | #include "foundation/PxSimpleTypes.h" |
| 38 | #include "PsIntrinsics.h" |
| 39 | #include "PxRigidDynamic.h" |
| 40 | |
| 41 | namespace physx |
| 42 | { |
| 43 | |
| 44 | /*! |
| 45 | \file |
| 46 | Dynamics interface. |
| 47 | */ |
| 48 | |
| 49 | struct PxsRigidCore |
| 50 | { |
| 51 | //= ATTENTION! ===================================================================================== |
| 52 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 53 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 54 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 55 | // accordingly. |
| 56 | //================================================================================================== |
| 57 | |
| 58 | PxsRigidCore() : mFlags(0), solverIterationCounts(0) {} |
| 59 | PxsRigidCore(const PxEMPTY) : mFlags(PxEmpty) {} |
| 60 | |
| 61 | PX_ALIGN_PREFIX(16) |
| 62 | PxTransform body2World PX_ALIGN_SUFFIX(16); |
| 63 | PxRigidBodyFlags mFlags; // API body flags |
| 64 | PxU16 solverIterationCounts; // vel iters are in low word and pos iters in high word. |
| 65 | |
| 66 | PX_FORCE_INLINE PxU32 isKinematic() const { return mFlags & PxRigidBodyFlag::eKINEMATIC; } |
| 67 | PX_FORCE_INLINE PxU32 hasCCD() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD; } |
| 68 | PX_FORCE_INLINE PxU32 hasCCDFriction() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD_FRICTION; } |
| 69 | PX_FORCE_INLINE PxU32 hasIdtBody2Actor() const { return mFlags & PxRigidBodyFlag::eRESERVED; } |
| 70 | }; |
| 71 | PX_COMPILE_TIME_ASSERT(sizeof(PxsRigidCore) == 32); |
| 72 | |
| 73 | struct PxsBodyCore: public PxsRigidCore |
| 74 | { |
| 75 | //= ATTENTION! ===================================================================================== |
| 76 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 77 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 78 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 79 | // accordingly. |
| 80 | //================================================================================================== |
| 81 | |
| 82 | PxsBodyCore() : PxsRigidCore() { kinematicLink = PxU8(0); } |
| 83 | PxsBodyCore(const PxEMPTY) : PxsRigidCore(PxEmpty) {} |
| 84 | |
| 85 | PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return body2Actor; } |
| 86 | PX_FORCE_INLINE void setBody2Actor(const PxTransform& t) |
| 87 | { |
| 88 | if(t.p.isZero() && t.q.isIdentity()) |
| 89 | mFlags |= PxRigidBodyFlag::eRESERVED; |
| 90 | else |
| 91 | mFlags.clear(e: PxRigidBodyFlag::eRESERVED); |
| 92 | |
| 93 | body2Actor = t; |
| 94 | } |
| 95 | protected: |
| 96 | PxTransform body2Actor; |
| 97 | public: |
| 98 | PxReal ccdAdvanceCoefficient; //64 |
| 99 | |
| 100 | PxVec3 linearVelocity; |
| 101 | PxReal maxPenBias; |
| 102 | |
| 103 | PxVec3 angularVelocity; |
| 104 | PxReal contactReportThreshold; //96 |
| 105 | |
| 106 | PxReal maxAngularVelocitySq; |
| 107 | PxReal maxLinearVelocitySq; |
| 108 | PxReal linearDamping; |
| 109 | PxReal angularDamping; //112 |
| 110 | |
| 111 | PxVec3 inverseInertia; |
| 112 | PxReal inverseMass; //128 |
| 113 | |
| 114 | PxReal maxContactImpulse; |
| 115 | PxReal sleepThreshold; |
| 116 | PxReal freezeThreshold; |
| 117 | PxReal wakeCounter; //144 this is authoritative wakeCounter |
| 118 | |
| 119 | PxReal solverWakeCounter; //this is calculated by the solver when it performs sleepCheck. It is committed to wakeCounter in ScAfterIntegrationTask if the body is still awake. |
| 120 | PxU32 numCountedInteractions; |
| 121 | PxU32 numBodyInteractions; //Used by adaptive force to keep track of the total number of body interactions |
| 122 | PxU8 isFastMoving; //This could be a single bit but it's a u8 at the moment for simplicity's sake |
| 123 | PxU8 disableGravity; //This could be a single bit but it's a u8 at the moment for simplicity's sake |
| 124 | PxRigidDynamicLockFlags lockFlags; //This is u8. |
| 125 | PxU8 kinematicLink; //160 This indicates whether the articulation link is kinematic link. All fits into 16 byte alignment |
| 126 | |
| 127 | // PT: TODO: revisit this / move to PxsCCD.cpp |
| 128 | PX_FORCE_INLINE bool shouldCreateContactReports() const |
| 129 | { |
| 130 | const PxU32* binary = reinterpret_cast<const PxU32*>(&contactReportThreshold); |
| 131 | return *binary != 0x7f7fffff; // PX_MAX_REAL |
| 132 | } |
| 133 | |
| 134 | // PT: moved from Sc::BodyCore ctor - we don't want to duplicate all this in immediate mode |
| 135 | PX_FORCE_INLINE void init( const PxTransform& bodyPose, |
| 136 | const PxVec3& inverseInertia_, PxReal inverseMass_, |
| 137 | PxReal wakeCounter_, PxReal scaleSpeed, |
| 138 | PxReal linearDamping_, PxReal angularDamping_, |
| 139 | PxReal maxLinearVelocitySq_, PxReal maxAngularVelocitySq_) |
| 140 | { |
| 141 | PX_ASSERT(bodyPose.p.isFinite()); |
| 142 | PX_ASSERT(bodyPose.q.isFinite()); |
| 143 | |
| 144 | // PT: TODO: unify naming convention |
| 145 | |
| 146 | // From PxsRigidCore |
| 147 | body2World = bodyPose; |
| 148 | mFlags = PxRigidBodyFlags(); |
| 149 | solverIterationCounts = (1 << 8) | 4; |
| 150 | |
| 151 | setBody2Actor(PxTransform(PxIdentity)); |
| 152 | |
| 153 | ccdAdvanceCoefficient = 0.15f; |
| 154 | linearVelocity = PxVec3(0.0f); |
| 155 | maxPenBias = -1e32f;//-PX_MAX_F32; |
| 156 | angularVelocity = PxVec3(0.0f); |
| 157 | contactReportThreshold = PX_MAX_F32; |
| 158 | maxAngularVelocitySq = maxAngularVelocitySq_; |
| 159 | maxLinearVelocitySq = maxLinearVelocitySq_; |
| 160 | linearDamping = linearDamping_; |
| 161 | angularDamping = angularDamping_; |
| 162 | inverseInertia = inverseInertia_; |
| 163 | inverseMass = inverseMass_; |
| 164 | maxContactImpulse = 1e32f;// PX_MAX_F32; |
| 165 | sleepThreshold = 5e-5f * scaleSpeed * scaleSpeed; |
| 166 | freezeThreshold = 2.5e-5f * scaleSpeed * scaleSpeed; |
| 167 | wakeCounter = wakeCounter_; |
| 168 | // PT: this one is not initialized? |
| 169 | //solverWakeCounter |
| 170 | // PT: these are initialized in BodySim ctor |
| 171 | //numCountedInteractions; |
| 172 | //numBodyInteractions; |
| 173 | isFastMoving = false; |
| 174 | disableGravity = false; |
| 175 | lockFlags = PxRigidDynamicLockFlags(0); |
| 176 | } |
| 177 | }; |
| 178 | |
| 179 | PX_COMPILE_TIME_ASSERT(sizeof(PxsBodyCore) == 160); |
| 180 | |
| 181 | } |
| 182 | |
| 183 | #endif |
| 184 | |