| 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_CONSTRAINTCORE |
| 32 | #define PX_PHYSICS_CONSTRAINTCORE |
| 33 | |
| 34 | #include "CmPhysXCommon.h" |
| 35 | #include "PxConstraintDesc.h" |
| 36 | #include "PsAllocator.h" |
| 37 | #include "PxConstraint.h" |
| 38 | |
| 39 | namespace physx |
| 40 | { |
| 41 | |
| 42 | class PxConstraint; |
| 43 | |
| 44 | namespace Sc |
| 45 | { |
| 46 | class ConstraintCore; |
| 47 | class ConstraintSim; |
| 48 | class RigidCore; |
| 49 | |
| 50 | |
| 51 | class ConstraintCore : public Ps::UserAllocated |
| 52 | { |
| 53 | //= ATTENTION! ===================================================================================== |
| 54 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 55 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 56 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 57 | // accordingly. |
| 58 | //================================================================================================== |
| 59 | public: |
| 60 | // PX_SERIALIZATION |
| 61 | ConstraintCore(const PxEMPTY) : mFlags(PxEmpty), mConnector(NULL), mSim(NULL) {} |
| 62 | PX_FORCE_INLINE void setConstraintFunctions(PxConstraintConnector& n, |
| 63 | const PxConstraintShaderTable& shaders) |
| 64 | { |
| 65 | mConnector = &n; |
| 66 | mSolverPrep = shaders.solverPrep; |
| 67 | mProject = shaders.project; |
| 68 | mVisualize = shaders.visualize; |
| 69 | } |
| 70 | static void getBinaryMetaData(PxOutputStream& stream); |
| 71 | //~PX_SERIALIZATION |
| 72 | ConstraintCore(PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize); |
| 73 | ~ConstraintCore(); |
| 74 | |
| 75 | // The two-step protocol here allows us to unlink the constraint prior to deleting |
| 76 | // the actors when synchronizing the scene, then set the bodies after new actors have been inserted |
| 77 | |
| 78 | void prepareForSetBodies(); |
| 79 | void setBodies(RigidCore* r0v, RigidCore* r1v); |
| 80 | |
| 81 | PxConstraint* getPxConstraint(); |
| 82 | const PxConstraint* getPxConstraint() const; |
| 83 | PX_FORCE_INLINE PxConstraintConnector* getPxConnector() const { return mConnector; } |
| 84 | |
| 85 | PX_FORCE_INLINE PxConstraintFlags getFlags() const { return mFlags; } |
| 86 | void setFlags(PxConstraintFlags flags); |
| 87 | |
| 88 | void getForce(PxVec3& force, PxVec3& torque) const; |
| 89 | |
| 90 | bool updateConstants(void* addr); |
| 91 | |
| 92 | void setBreakForce(PxReal linear, PxReal angular); |
| 93 | void getBreakForce(PxReal& linear, PxReal& angular) const; |
| 94 | |
| 95 | void setMinResponseThreshold(PxReal threshold); |
| 96 | PxReal getMinResponseThreshold() const { return mMinResponseThreshold; } |
| 97 | |
| 98 | void breakApart(); |
| 99 | |
| 100 | PX_FORCE_INLINE PxConstraintVisualize getVisualize() const { return mVisualize; } |
| 101 | PX_FORCE_INLINE PxConstraintProject getProject() const { return mProject; } |
| 102 | PX_FORCE_INLINE PxConstraintSolverPrep getSolverPrep() const { return mSolverPrep; } |
| 103 | PX_FORCE_INLINE PxU32 getConstantBlockSize() const { return mDataSize; } |
| 104 | |
| 105 | PX_FORCE_INLINE void setSim(ConstraintSim* sim) |
| 106 | { |
| 107 | PX_ASSERT((sim==0) ^ (mSim == 0)); |
| 108 | mSim = sim; |
| 109 | } |
| 110 | PX_FORCE_INLINE ConstraintSim* getSim() const { return mSim; } |
| 111 | private: |
| 112 | PxConstraintFlags mFlags; |
| 113 | PxU16 mPaddingFromFlags; // PT: because flags are PxU16 |
| 114 | |
| 115 | PxVec3 mAppliedForce; |
| 116 | PxVec3 mAppliedTorque; |
| 117 | |
| 118 | PxConstraintConnector* mConnector; |
| 119 | PxConstraintProject mProject; |
| 120 | PxConstraintSolverPrep mSolverPrep; |
| 121 | PxConstraintVisualize mVisualize; |
| 122 | PxU32 mDataSize; |
| 123 | PxReal mLinearBreakForce; |
| 124 | PxReal mAngularBreakForce; |
| 125 | PxReal mMinResponseThreshold; |
| 126 | |
| 127 | ConstraintSim* mSim; |
| 128 | }; |
| 129 | |
| 130 | } // namespace Sc |
| 131 | |
| 132 | } |
| 133 | |
| 134 | #endif |
| 135 | |