1 | // |
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5 | // * Redistributions of source code must retain the above copyright |
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10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
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12 | // from this software without specific prior written permission. |
13 | // |
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
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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 | #ifndef PX_PHYSICS_SCP_BODYCORE |
31 | #define PX_PHYSICS_SCP_BODYCORE |
32 | |
33 | #include "foundation/PxTransform.h" |
34 | #include "ScRigidCore.h" |
35 | #include "PxRigidDynamic.h" |
36 | #include "PxvDynamics.h" |
37 | #include "PxvConfig.h" |
38 | #include "PsPool.h" |
39 | |
40 | namespace physx |
41 | { |
42 | class PxRigidBodyDesc; |
43 | |
44 | namespace Sc |
45 | { |
46 | class BodySim; |
47 | struct SimStateData; |
48 | |
49 | struct KinematicTransform |
50 | { |
51 | PxTransform targetPose; // The body will move to this pose over the superstep following this getting set. |
52 | PxU8 targetValid; // User set a kinematic target. |
53 | PxU8 pad[2]; |
54 | PxU8 type; |
55 | }; |
56 | |
57 | class BodyCore : public RigidCore |
58 | { |
59 | //= ATTENTION! ===================================================================================== |
60 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
61 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
62 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
63 | // accordingly. |
64 | //================================================================================================== |
65 | |
66 | //--------------------------------------------------------------------------------- |
67 | // Construction, destruction & initialization |
68 | //--------------------------------------------------------------------------------- |
69 | public: |
70 | // PX_SERIALIZATION |
71 | BodyCore(const PxEMPTY) : RigidCore(PxEmpty), mCore(PxEmpty), mSimStateData(NULL) {} |
72 | static void getBinaryMetaData(PxOutputStream& stream); |
73 | void disableInternalCaching(bool disable); |
74 | void restoreDynamicData(); |
75 | |
76 | //~PX_SERIALIZATION |
77 | BodyCore(PxActorType::Enum type, const PxTransform& bodyPose); |
78 | /*virtual*/ ~BodyCore(); |
79 | |
80 | //--------------------------------------------------------------------------------- |
81 | // External API |
82 | //--------------------------------------------------------------------------------- |
83 | PX_FORCE_INLINE const PxTransform& getBody2World() const { return mCore.body2World; } |
84 | void setBody2World(const PxTransform& p); |
85 | |
86 | PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { return mCore.linearVelocity; } |
87 | void setLinearVelocity(const PxVec3& v); |
88 | |
89 | PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { return mCore.angularVelocity; } |
90 | void setAngularVelocity(const PxVec3& v); |
91 | |
92 | PX_FORCE_INLINE void updateVelocities(const PxVec3& linearVelModPerStep, const PxVec3& angularVelModPerStep) |
93 | { |
94 | mCore.linearVelocity += linearVelModPerStep; |
95 | mCore.angularVelocity += angularVelModPerStep; |
96 | } |
97 | |
98 | PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return mCore.getBody2Actor(); } |
99 | void setBody2Actor(const PxTransform& p); |
100 | |
101 | void addSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc); |
102 | void setSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc); |
103 | void clearSpatialAcceleration(bool force, bool torque); |
104 | void addSpatialVelocity(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linVelDelta, const PxVec3* angVelDelta); |
105 | void clearSpatialVelocity(bool force, bool torque); |
106 | |
107 | PX_FORCE_INLINE PxReal getMaxPenetrationBias() const { return mCore.maxPenBias; } |
108 | PX_FORCE_INLINE void setMaxPenetrationBias(PxReal p) { mCore.maxPenBias = p; } |
109 | |
110 | PxReal getInverseMass() const; |
111 | void setInverseMass(PxReal m); |
112 | const PxVec3& getInverseInertia() const; |
113 | void setInverseInertia(const PxVec3& i); |
114 | |
115 | PxReal getLinearDamping() const; |
116 | void setLinearDamping(PxReal d); |
117 | |
118 | PxReal getAngularDamping() const; |
119 | void setAngularDamping(PxReal d); |
120 | |
121 | PX_FORCE_INLINE PxRigidBodyFlags getFlags() const { return mCore.mFlags; } |
122 | void setFlags(Ps::Pool<SimStateData>* simStateDataPool, PxRigidBodyFlags f); |
123 | |
124 | PX_FORCE_INLINE PxRigidDynamicLockFlags getRigidDynamicLockFlags() const { return mCore.lockFlags; } |
125 | |
126 | PX_FORCE_INLINE void setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags) { mCore.lockFlags = flags; } |
127 | |
128 | PX_FORCE_INLINE PxReal getSleepThreshold() const { return mCore.sleepThreshold; } |
129 | void setSleepThreshold(PxReal t); |
130 | |
131 | PX_FORCE_INLINE PxReal getFreezeThreshold() const { return mCore.freezeThreshold; } |
132 | void setFreezeThreshold(PxReal t); |
133 | |
134 | PX_FORCE_INLINE PxReal getMaxContactImpulse() const { return mCore.maxContactImpulse; } |
135 | void setMaxContactImpulse(PxReal m); |
136 | |
137 | PxU32 getInternalIslandNodeIndex() const; |
138 | |
139 | PX_FORCE_INLINE PxReal getWakeCounter() const { return mCore.wakeCounter; } |
140 | void setWakeCounter(PxReal wakeCounter, bool forceWakeUp=false); |
141 | |
142 | bool isSleeping() const; |
143 | PX_FORCE_INLINE void wakeUp(PxReal wakeCounter) { setWakeCounter(wakeCounter, forceWakeUp: true); } |
144 | void putToSleep(); |
145 | |
146 | PxReal getMaxAngVelSq() const; |
147 | void setMaxAngVelSq(PxReal v); |
148 | |
149 | PxReal getMaxLinVelSq() const; |
150 | void setMaxLinVelSq(PxReal v); |
151 | |
152 | PX_FORCE_INLINE PxU16 getSolverIterationCounts() const { return mCore.solverIterationCounts; } |
153 | void setSolverIterationCounts(PxU16 c); |
154 | |
155 | bool getKinematicTarget(PxTransform& p) const; |
156 | bool getHasValidKinematicTarget() const; |
157 | void setKinematicTarget(Ps::Pool<SimStateData>* simStateDataPool, const PxTransform& p, PxReal wakeCounter); |
158 | void invalidateKinematicTarget(); |
159 | |
160 | |
161 | PX_FORCE_INLINE PxReal getContactReportThreshold() const { return mCore.contactReportThreshold; } |
162 | void setContactReportThreshold(PxReal t) { mCore.contactReportThreshold = t; } |
163 | |
164 | void onOriginShift(const PxVec3& shift); |
165 | |
166 | //--------------------------------------------------------------------------------- |
167 | // Internal API |
168 | //--------------------------------------------------------------------------------- |
169 | |
170 | PX_FORCE_INLINE void setLinearVelocityInternal(const PxVec3& v) { mCore.linearVelocity = v; } |
171 | PX_FORCE_INLINE void setAngularVelocityInternal(const PxVec3& v) { mCore.angularVelocity = v; } |
172 | PX_FORCE_INLINE void setWakeCounterFromSim(PxReal c) { mCore.wakeCounter = c; } |
173 | |
174 | BodySim* getSim() const; |
175 | |
176 | PX_FORCE_INLINE PxsBodyCore& getCore() { return mCore; } |
177 | PX_FORCE_INLINE const PxsBodyCore& getCore() const { return mCore; } |
178 | |
179 | PX_FORCE_INLINE PxReal getCCDAdvanceCoefficient() const { return mCore.ccdAdvanceCoefficient; } |
180 | PX_FORCE_INLINE void setCCDAdvanceCoefficient(PxReal c) { mCore.ccdAdvanceCoefficient = c; } |
181 | |
182 | bool setupSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic, const bool targetValid = false); |
183 | void tearDownSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic); |
184 | |
185 | bool checkSimStateKinematicStatus(bool) const; |
186 | |
187 | Ps::IntBool isFrozen() const; |
188 | |
189 | PX_FORCE_INLINE const SimStateData* getSimStateData(bool isKinematic) const { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); } |
190 | PX_FORCE_INLINE SimStateData* getSimStateData(bool isKinematic) { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); } |
191 | |
192 | PX_FORCE_INLINE SimStateData* getSimStateData_Unchecked() const { return mSimStateData; } |
193 | |
194 | static PX_FORCE_INLINE size_t getCoreOffset() { return PX_OFFSET_OF_RT(BodyCore, mCore); } |
195 | |
196 | static PX_FORCE_INLINE BodyCore& getCore(PxsBodyCore& core) { return *reinterpret_cast<BodyCore*>(reinterpret_cast<PxU8*>(&core) - getCoreOffset()); } |
197 | |
198 | void setKinematicLink(const bool value); |
199 | |
200 | private: |
201 | void backup(SimStateData&); |
202 | void restore(); |
203 | |
204 | PX_ALIGN_PREFIX(16) PxsBodyCore mCore PX_ALIGN_SUFFIX(16); |
205 | SimStateData* mSimStateData; |
206 | }; |
207 | |
208 | PxActor* getPxActorFromBodyCore(Sc::BodyCore* bodyCore, PxActorType::Enum& type); |
209 | |
210 | } // namespace Sc |
211 | |
212 | } |
213 | |
214 | #endif |
215 | |