| 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 | #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 | |