| 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 | #include "ScBodySim.h" |
| 31 | #include "ScShapeSim.h" |
| 32 | #include "ScScene.h" |
| 33 | #include "ScArticulationSim.h" |
| 34 | #include "PxsContext.h" |
| 35 | #include "PxsSimpleIslandManager.h" |
| 36 | #include "PxsSimulationController.h" |
| 37 | |
| 38 | using namespace physx; |
| 39 | using namespace physx::Dy; |
| 40 | using namespace Sc; |
| 41 | |
| 42 | #define PX_FREEZE_INTERVAL 1.5f |
| 43 | #define PX_FREE_EXIT_THRESHOLD 4.f |
| 44 | #define PX_FREEZE_TOLERANCE 0.25f |
| 45 | |
| 46 | #define PX_SLEEP_DAMPING 0.5f |
| 47 | #define PX_FREEZE_SCALE 0.9f |
| 48 | |
| 49 | BodySim::BodySim(Scene& scene, BodyCore& core, bool compound) : |
| 50 | RigidSim (scene, core), |
| 51 | mLLBody (&core.getCore(), PX_FREEZE_INTERVAL), |
| 52 | mNodeIndex (IG_INVALID_NODE), |
| 53 | mInternalFlags (0), |
| 54 | mVelModState (VMF_GRAVITY_DIRTY), |
| 55 | mActiveListIndex (SC_NOT_IN_SCENE_INDEX), |
| 56 | mActiveCompoundListIndex(SC_NOT_IN_SCENE_INDEX), |
| 57 | mArticulation (NULL), |
| 58 | mConstraintGroup (NULL) |
| 59 | { |
| 60 | core.getCore().numCountedInteractions = 0; |
| 61 | core.getCore().numBodyInteractions = 0; |
| 62 | core.getCore().disableGravity = core.getActorFlags() & PxActorFlag::eDISABLE_GRAVITY; |
| 63 | if(core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD) |
| 64 | mLLBody.mInternalFlags |= PxsRigidBody::eSPECULATIVE_CCD; |
| 65 | |
| 66 | //If a body pending insertion was given a force/torque then it will have |
| 67 | //the dirty flags stored in a separate structure. Copy them across |
| 68 | //so we can use them now that the BodySim is constructed. |
| 69 | SimStateData* simStateData = core.getSimStateData(isKinematic: false); |
| 70 | bool hasPendingForce = false; |
| 71 | if(simStateData) |
| 72 | { |
| 73 | VelocityMod* velmod = simStateData->getVelocityModData(); |
| 74 | hasPendingForce = (velmod->flags != 0) && |
| 75 | (!velmod->getLinearVelModPerSec().isZero() || !velmod->getAngularVelModPerSec().isZero() || |
| 76 | !velmod->getLinearVelModPerStep().isZero() || !velmod->getAngularVelModPerStep().isZero()); |
| 77 | mVelModState = velmod->flags; |
| 78 | velmod->flags = 0; |
| 79 | } |
| 80 | |
| 81 | // PT: don't read the core ptr we just wrote, use input param |
| 82 | // PT: at time of writing we get a big L2 here because even though bodycore has been prefetched, the wake counter is 160 bytes away |
| 83 | const bool isAwake = (core.getWakeCounter() > 0) || |
| 84 | (!core.getLinearVelocity().isZero()) || |
| 85 | (!core.getAngularVelocity().isZero()) || |
| 86 | hasPendingForce; |
| 87 | |
| 88 | const bool isKine = isKinematic(); |
| 89 | |
| 90 | IG::SimpleIslandManager* simpleIslandManager = scene.getSimpleIslandManager(); |
| 91 | if (!isArticulationLink()) |
| 92 | { |
| 93 | mNodeIndex = simpleIslandManager->addRigidBody(body: &mLLBody, isKinematic: isKine, isActive: isAwake); |
| 94 | } |
| 95 | else |
| 96 | { |
| 97 | if(mArticulation) |
| 98 | { |
| 99 | const ArticulationLinkHandle articLinkhandle = mArticulation->getLinkHandle(body&: *this); |
| 100 | IG::NodeIndex index = mArticulation->getIslandNodeIndex(); |
| 101 | mNodeIndex.setIndices(index: index.index(), articLinkId: articLinkhandle & (DY_ARTICULATION_MAX_SIZE-1)); |
| 102 | } |
| 103 | } |
| 104 | |
| 105 | //If a user add force or torque before the body is inserted into the scene, |
| 106 | //this logic will make sure pre solver stage apply external force/torque to the body |
| 107 | if(hasPendingForce && !isArticulationLink()) |
| 108 | scene.getVelocityModifyMap().growAndSet(index: mNodeIndex.index()); |
| 109 | |
| 110 | PX_ASSERT(mActiveListIndex == SC_NOT_IN_SCENE_INDEX); |
| 111 | |
| 112 | // A.B. need to set the compound rigid flag early enough, so that we add the rigid into |
| 113 | // active list and do not create the shape bounds |
| 114 | if(compound) |
| 115 | raiseInternalFlag(flag: BF_IS_COMPOUND_RIGID); |
| 116 | |
| 117 | setActive(active: isAwake, infoFlag: ActorSim::AS_PART_OF_CREATION); |
| 118 | |
| 119 | if (isAwake) |
| 120 | { |
| 121 | scene.addToActiveBodyList(actor&: *this); |
| 122 | PX_ASSERT(isActive()); |
| 123 | } |
| 124 | else |
| 125 | { |
| 126 | mActiveListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX; |
| 127 | mActiveCompoundListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX; |
| 128 | PX_ASSERT(!isActive()); |
| 129 | |
| 130 | simpleIslandManager->deactivateNode(index: mNodeIndex); |
| 131 | } |
| 132 | |
| 133 | if (isKine) |
| 134 | { |
| 135 | initKinematicStateBase(core, asPartOfCreation: true); |
| 136 | |
| 137 | const SimStateData* kd = core.getSimStateData(isKinematic: true); |
| 138 | if (!kd) |
| 139 | { |
| 140 | core.setupSimStateData(simStateDataPool: scene.getSimStateDataPool(), isKinematic: true, targetValid: false); |
| 141 | notifyPutToSleep(); // sleep state of kinematics is fully controlled by the simulation controller not the island manager |
| 142 | } |
| 143 | else |
| 144 | { |
| 145 | PX_ASSERT(kd->isKine()); |
| 146 | PX_ASSERT(kd->getKinematicData()->targetValid); // the only reason for the kinematic data to exist at that point already is if the target has been set |
| 147 | PX_ASSERT(isAwake); // the expectation is that setting a target also sets the wake counter to a positive value |
| 148 | postSetKinematicTarget(); |
| 149 | } |
| 150 | } |
| 151 | } |
| 152 | |
| 153 | BodySim::~BodySim() |
| 154 | { |
| 155 | Scene& scene = getScene(); |
| 156 | const bool active = isActive(); |
| 157 | |
| 158 | getBodyCore().tearDownSimStateData(simStateDataPool: scene.getSimStateDataPool(), isKinematic: isKinematic() ? true : false); |
| 159 | |
| 160 | PX_ASSERT(!readInternalFlag(BF_ON_DEATHROW)); // Before 3.0 it could happen that destroy could get called twice. Assert to make sure this is fixed. |
| 161 | raiseInternalFlag(flag: BF_ON_DEATHROW); |
| 162 | |
| 163 | scene.removeBody(*this); |
| 164 | PX_ASSERT(!getConstraintGroup()); // Removing from scene should erase constraint group node if it existed |
| 165 | |
| 166 | if(mArticulation) |
| 167 | mArticulation->removeBody(sim&: *this); |
| 168 | |
| 169 | //Articulations are represented by a single node, so they must only be removed by the articulation and not the links! |
| 170 | if(mArticulation == NULL && mNodeIndex.articulationLinkId() == 0) //If it wasn't an articulation link, then we can remove it |
| 171 | scene.getSimpleIslandManager()->removeNode(index: mNodeIndex); |
| 172 | |
| 173 | PX_ASSERT(mActiveListIndex != SC_NOT_IN_SCENE_INDEX); |
| 174 | |
| 175 | if (active) |
| 176 | scene.removeFromActiveBodyList(actor&: *this); |
| 177 | |
| 178 | mActiveListIndex = SC_NOT_IN_SCENE_INDEX; |
| 179 | mActiveCompoundListIndex = SC_NOT_IN_SCENE_INDEX; |
| 180 | |
| 181 | mCore.setSim(NULL); |
| 182 | } |
| 183 | |
| 184 | void BodySim::updateCached(Cm::BitMapPinned* shapeChangedMap) |
| 185 | { |
| 186 | if(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN)) |
| 187 | { |
| 188 | ElementSim* current = getElements_(); |
| 189 | while(current) |
| 190 | { |
| 191 | static_cast<ShapeSim*>(current)->updateCached(transformCacheFlags: 0, shapeChangedMap); |
| 192 | current = current->mNextInActor; |
| 193 | } |
| 194 | } |
| 195 | } |
| 196 | |
| 197 | void BodySim::updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray) |
| 198 | { |
| 199 | PX_ASSERT(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN)); // PT: should not be called otherwise |
| 200 | |
| 201 | ElementSim* current = getElements_(); |
| 202 | while(current) |
| 203 | { |
| 204 | static_cast<ShapeSim*>(current)->updateCached(transformCache, boundsArray); |
| 205 | current = current->mNextInActor; |
| 206 | } |
| 207 | } |
| 208 | |
| 209 | void BodySim::updateContactDistance(PxReal* contactDistance, const PxReal dt, Bp::BoundsArray& boundsArray) |
| 210 | { |
| 211 | if (getLowLevelBody().getCore().mFlags & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD |
| 212 | && !(getLowLevelBody().mInternalFlags & PxsRigidBody::eFROZEN)) |
| 213 | { |
| 214 | const PxVec3 linVel = getLowLevelBody().getLinearVelocity(); |
| 215 | const PxVec3 aVel = getLowLevelBody().getAngularVelocity(); |
| 216 | const PxReal inflation = linVel.magnitude() * dt; |
| 217 | |
| 218 | ElementSim* current = getElements_(); |
| 219 | while(current) |
| 220 | { |
| 221 | static_cast<ShapeSim*>(current)->updateContactDistance(contactDistance, inflation, angVel: aVel, dt, boundsArray); |
| 222 | current = current->mNextInActor; |
| 223 | } |
| 224 | } |
| 225 | } |
| 226 | |
| 227 | //-------------------------------------------------------------- |
| 228 | // |
| 229 | // BodyCore interface implementation |
| 230 | // |
| 231 | //-------------------------------------------------------------- |
| 232 | |
| 233 | void BodySim::notifyAddSpatialAcceleration() |
| 234 | { |
| 235 | //The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to |
| 236 | //the expense of querying the simStateData for the velmod values. |
| 237 | raiseVelocityModFlag(f: VMF_ACC_DIRTY); |
| 238 | |
| 239 | if(!isArticulationLink()) |
| 240 | getScene().getVelocityModifyMap().growAndSet(index: getNodeIndex().index()); |
| 241 | } |
| 242 | |
| 243 | void BodySim::notifyClearSpatialAcceleration() |
| 244 | { |
| 245 | //The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to |
| 246 | //the expense of querying the simStateData for the velmod values. |
| 247 | raiseVelocityModFlag(f: VMF_ACC_DIRTY); |
| 248 | if (!isArticulationLink()) |
| 249 | getScene().getVelocityModifyMap().growAndSet(index: getNodeIndex().index()); |
| 250 | } |
| 251 | |
| 252 | void BodySim::notifyAddSpatialVelocity() |
| 253 | { |
| 254 | //The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to |
| 255 | //the expense of querying the simStateData for the velmod values. |
| 256 | raiseVelocityModFlag(f: VMF_VEL_DIRTY); |
| 257 | if (!isArticulationLink()) |
| 258 | getScene().getVelocityModifyMap().growAndSet(index: getNodeIndex().index()); |
| 259 | } |
| 260 | |
| 261 | void BodySim::notifyClearSpatialVelocity() |
| 262 | { |
| 263 | //The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to |
| 264 | //the expense of querying the simStateData for the velmod values. |
| 265 | raiseVelocityModFlag(f: VMF_VEL_DIRTY); |
| 266 | if (!isArticulationLink()) |
| 267 | getScene().getVelocityModifyMap().growAndSet(index: getNodeIndex().index()); |
| 268 | } |
| 269 | |
| 270 | void BodySim::postActorFlagChange(PxU32 oldFlags, PxU32 newFlags) |
| 271 | { |
| 272 | // PT: don't convert to bool if not needed |
| 273 | const PxU32 wasWeightless = oldFlags & PxActorFlag::eDISABLE_GRAVITY; |
| 274 | const PxU32 isWeightless = newFlags & PxActorFlag::eDISABLE_GRAVITY; |
| 275 | |
| 276 | if (isWeightless != wasWeightless) |
| 277 | { |
| 278 | if (mVelModState == 0) |
| 279 | raiseVelocityModFlag(f: VMF_GRAVITY_DIRTY); |
| 280 | |
| 281 | getBodyCore().getCore().disableGravity = isWeightless!=0; |
| 282 | } |
| 283 | } |
| 284 | |
| 285 | void BodySim::postBody2WorldChange() |
| 286 | { |
| 287 | mLLBody.saveLastCCDTransform(); |
| 288 | notifyShapesOfTransformChange(); |
| 289 | } |
| 290 | |
| 291 | void BodySim::postSetWakeCounter(PxReal t, bool forceWakeUp) |
| 292 | { |
| 293 | if ((t > 0.0f) || forceWakeUp) |
| 294 | notifyNotReadyForSleeping(); |
| 295 | else |
| 296 | { |
| 297 | const bool readyForSleep = checkSleepReadinessBesidesWakeCounter(); |
| 298 | if (readyForSleep) |
| 299 | notifyReadyForSleeping(); |
| 300 | } |
| 301 | } |
| 302 | |
| 303 | void BodySim::postSetKinematicTarget() |
| 304 | { |
| 305 | PX_ASSERT(getBodyCore().getSimStateData(true)); |
| 306 | PX_ASSERT(getBodyCore().getSimStateData(true)->isKine()); |
| 307 | PX_ASSERT(getBodyCore().getSimStateData(true)->getKinematicData()->targetValid); |
| 308 | |
| 309 | raiseInternalFlag(flag: BF_KINEMATIC_MOVED); // Important to set this here already because trigger interactions need to have this information when being activated. |
| 310 | clearInternalFlag(flag: BF_KINEMATIC_SURFACE_VELOCITY); |
| 311 | } |
| 312 | |
| 313 | static void updateBPGroup(ElementSim* current) |
| 314 | { |
| 315 | while(current) |
| 316 | { |
| 317 | static_cast<ShapeSim*>(current)->updateBPGroup(); |
| 318 | current = current->mNextInActor; |
| 319 | } |
| 320 | } |
| 321 | |
| 322 | void BodySim::postSwitchToKinematic() |
| 323 | { |
| 324 | initKinematicStateBase(getBodyCore(), asPartOfCreation: false); |
| 325 | |
| 326 | // - interactions need to get refiltered to make sure that kinematic-kinematic and kinematic-static pairs get suppressed |
| 327 | // - unlike postSwitchToDynamic(), constraint interactions are not marked dirty here because a transition to kinematic will put the object asleep which in turn |
| 328 | // triggers onDeactivate_() on the constraint pairs that are active. If such pairs get deactivated, they will get removed from the list of active breakable |
| 329 | // constraints automatically. |
| 330 | setActorsInteractionsDirty(flag: InteractionDirtyFlag::eBODY_KINEMATIC, NULL, interactionFlag: InteractionFlag::eFILTERABLE); |
| 331 | |
| 332 | getScene().getSimpleIslandManager()->setKinematic(mNodeIndex); |
| 333 | |
| 334 | // |
| 335 | updateBPGroup(current: getElements_()); |
| 336 | } |
| 337 | |
| 338 | void BodySim::postSwitchToDynamic() |
| 339 | { |
| 340 | mScene.getSimpleIslandManager()->setDynamic(mNodeIndex); |
| 341 | |
| 342 | setForcesToDefaults(true); |
| 343 | |
| 344 | if(getConstraintGroup()) |
| 345 | getConstraintGroup()->markForProjectionTreeRebuild(mScene.getProjectionManager()); |
| 346 | |
| 347 | // - interactions need to get refiltered to make sure that former kinematic-kinematic and kinematic-static pairs get enabled |
| 348 | // - switching from kinematic to dynamic does not change the sleep state of the body. The constraint interactions are marked dirty |
| 349 | // to check later whether they need to be activated plus potentially tracked for constraint break testing. This special treatment |
| 350 | // is necessary because constraints between two kinematic bodies are considered inactive, no matter whether one of the kinematics |
| 351 | // is active (has a target) or not. |
| 352 | setActorsInteractionsDirty(flag: InteractionDirtyFlag::eBODY_KINEMATIC, NULL, interactionFlag: InteractionFlag::eFILTERABLE | InteractionFlag::eCONSTRAINT); |
| 353 | |
| 354 | clearInternalFlag(flag: BF_KINEMATIC_MOVE_FLAGS); |
| 355 | |
| 356 | if(isActive()) |
| 357 | mScene.swapInActiveBodyList(body&: *this); |
| 358 | |
| 359 | // |
| 360 | updateBPGroup(current: getElements_()); |
| 361 | } |
| 362 | |
| 363 | void BodySim::postPosePreviewChange(const PxU32 posePreviewFlag) |
| 364 | { |
| 365 | if (isActive()) |
| 366 | { |
| 367 | if (posePreviewFlag & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW) |
| 368 | getScene().addToPosePreviewList(b&: *this); |
| 369 | else |
| 370 | getScene().removeFromPosePreviewList(b&: *this); |
| 371 | } |
| 372 | else |
| 373 | PX_ASSERT(!getScene().isInPosePreviewList(*this)); |
| 374 | } |
| 375 | |
| 376 | //-------------------------------------------------------------- |
| 377 | // |
| 378 | // Sleeping |
| 379 | // |
| 380 | //-------------------------------------------------------------- |
| 381 | |
| 382 | void BodySim::activate() |
| 383 | { |
| 384 | // Activate body |
| 385 | { |
| 386 | PX_ASSERT((!isKinematic()) || notInScene() || readInternalFlag(InternalFlags(BF_KINEMATIC_MOVED | BF_KINEMATIC_SURFACE_VELOCITY))); // kinematics should only get activated when a target is set. |
| 387 | // exception: object gets newly added, then the state change will happen later |
| 388 | if(!isArticulationLink()) |
| 389 | { |
| 390 | mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN); |
| 391 | // Put in list of activated bodies. The list gets cleared at the end of a sim step after the sleep callbacks have been fired. |
| 392 | getScene().onBodyWakeUp(body: this); |
| 393 | } |
| 394 | |
| 395 | BodyCore& core = getBodyCore(); |
| 396 | if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW) |
| 397 | { |
| 398 | PX_ASSERT(!getScene().isInPosePreviewList(*this)); |
| 399 | getScene().addToPosePreviewList(b&: *this); |
| 400 | } |
| 401 | createSqBounds(); |
| 402 | } |
| 403 | |
| 404 | // Activate interactions |
| 405 | { |
| 406 | const PxU32 nbInteractions = getActorInteractionCount(); |
| 407 | |
| 408 | for(PxU32 i=0; i<nbInteractions; ++i) |
| 409 | { |
| 410 | Ps::prefetchLine(ptr: mInteractions[PxMin(a: i+1,b: nbInteractions-1)]); |
| 411 | Interaction* interaction = mInteractions[i]; |
| 412 | |
| 413 | const bool isNotIGControlled = interaction->getType() != InteractionType::eOVERLAP && |
| 414 | interaction->getType() != InteractionType::eMARKER; |
| 415 | |
| 416 | if(!interaction->readInteractionFlag(flag: InteractionFlag::eIS_ACTIVE) && (isNotIGControlled)) |
| 417 | { |
| 418 | const bool proceed = activateInteraction(interaction, NULL); |
| 419 | |
| 420 | if (proceed && (interaction->getType() < InteractionType::eTRACKED_IN_SCENE_COUNT)) |
| 421 | getScene().notifyInteractionActivated(interaction); |
| 422 | } |
| 423 | } |
| 424 | } |
| 425 | |
| 426 | //set speculative CCD bit map if speculative CCD flag is on |
| 427 | { |
| 428 | BodyCore& core = getBodyCore(); |
| 429 | if (core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD) |
| 430 | { |
| 431 | if (isArticulationLink()) |
| 432 | { |
| 433 | if (getNodeIndex().isValid()) |
| 434 | getScene().setSpeculativeCCDArticulationLink(getNodeIndex().index()); |
| 435 | } |
| 436 | else |
| 437 | getScene().setSpeculativeCCDRigidBody(getNodeIndex().index()); |
| 438 | } |
| 439 | } |
| 440 | } |
| 441 | |
| 442 | void BodySim::deactivate() |
| 443 | { |
| 444 | // Deactivate interactions |
| 445 | { |
| 446 | const PxU32 nbInteractions = getActorInteractionCount(); |
| 447 | |
| 448 | for(PxU32 i=0; i<nbInteractions; ++i) |
| 449 | { |
| 450 | Ps::prefetchLine(ptr: mInteractions[PxMin(a: i+1,b: nbInteractions-1)]); |
| 451 | Interaction* interaction = mInteractions[i]; |
| 452 | |
| 453 | const bool isNotIGControlled = interaction->getType() != InteractionType::eOVERLAP && |
| 454 | interaction->getType() != InteractionType::eMARKER; |
| 455 | |
| 456 | if (interaction->readInteractionFlag(flag: InteractionFlag::eIS_ACTIVE) && isNotIGControlled) |
| 457 | { |
| 458 | const bool proceed = deactivateInteraction(interaction); |
| 459 | if (proceed && (interaction->getType() < InteractionType::eTRACKED_IN_SCENE_COUNT)) |
| 460 | getScene().notifyInteractionDeactivated(interaction); |
| 461 | } |
| 462 | } |
| 463 | } |
| 464 | |
| 465 | // Deactivate body |
| 466 | { |
| 467 | PX_ASSERT((!isKinematic()) || notInScene() || !readInternalFlag(BF_KINEMATIC_MOVED)); // kinematics should only get deactivated when no target is set. |
| 468 | // exception: object gets newly added, then the state change will happen later |
| 469 | BodyCore& core = getBodyCore(); |
| 470 | if(!readInternalFlag(flag: BF_ON_DEATHROW)) |
| 471 | { |
| 472 | // Set velocity to 0. |
| 473 | // Note: this is also fine if the method gets called because the user puts something to sleep (this behavior is documented in the API) |
| 474 | PX_ASSERT(core.getWakeCounter() == 0.0f); |
| 475 | const PxVec3 zero(0.0f); |
| 476 | core.setLinearVelocityInternal(zero); |
| 477 | core.setAngularVelocityInternal(zero); |
| 478 | |
| 479 | setForcesToDefaults(!core.getCore().disableGravity); |
| 480 | } |
| 481 | |
| 482 | if(!isArticulationLink()) // Articulations have their own sleep logic. |
| 483 | getScene().onBodySleep(body: this); |
| 484 | |
| 485 | if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW) |
| 486 | { |
| 487 | PX_ASSERT(getScene().isInPosePreviewList(*this)); |
| 488 | getScene().removeFromPosePreviewList(b&: *this); |
| 489 | } |
| 490 | destroySqBounds(); |
| 491 | } |
| 492 | |
| 493 | // reset speculative CCD bit map if speculative CCD flag is on |
| 494 | { |
| 495 | BodyCore& core = getBodyCore(); |
| 496 | if (core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD) |
| 497 | { |
| 498 | if (isArticulationLink()) |
| 499 | { |
| 500 | if (getNodeIndex().isValid()) |
| 501 | getScene().resetSpeculativeCCDArticulationLink(index: getNodeIndex().index()); |
| 502 | } |
| 503 | else |
| 504 | getScene().resetSpeculativeCCDRigidBody(index: getNodeIndex().index()); |
| 505 | } |
| 506 | } |
| 507 | } |
| 508 | |
| 509 | void BodySim::setActive(bool active, PxU32 infoFlag) |
| 510 | { |
| 511 | PX_ASSERT(!active || isDynamicRigid()); // Currently there should be no need to activate an actor that does not take part in island generation |
| 512 | |
| 513 | const PxU32 asPartOfCreation = infoFlag & ActorSim::AS_PART_OF_CREATION; |
| 514 | if (asPartOfCreation || isActive() != active) |
| 515 | { |
| 516 | PX_ASSERT(!asPartOfCreation || (getActorInteractionCount() == 0)); // On creation or destruction there should be no interactions |
| 517 | |
| 518 | if (active) |
| 519 | { |
| 520 | if (!asPartOfCreation) |
| 521 | { |
| 522 | // Inactive => Active |
| 523 | getScene().addToActiveBodyList(actor&: *this); |
| 524 | } |
| 525 | |
| 526 | activate(); |
| 527 | |
| 528 | PX_ASSERT(asPartOfCreation || isActive()); |
| 529 | } |
| 530 | else |
| 531 | { |
| 532 | if (!asPartOfCreation) |
| 533 | { |
| 534 | // Active => Inactive |
| 535 | getScene().removeFromActiveBodyList(actor&: *this); |
| 536 | } |
| 537 | |
| 538 | deactivate(); |
| 539 | |
| 540 | PX_ASSERT(asPartOfCreation || (!isActive())); |
| 541 | } |
| 542 | } |
| 543 | } |
| 544 | |
| 545 | void BodySim::wakeUp() |
| 546 | { |
| 547 | setActive(active: true); |
| 548 | notifyWakeUp(wakeUpInIslandGen: true); |
| 549 | } |
| 550 | |
| 551 | void BodySim::putToSleep() |
| 552 | { |
| 553 | PX_ASSERT(getBodyCore().getWakeCounter() == 0.0f); |
| 554 | PX_ASSERT(getBodyCore().getLinearVelocity().isZero()); |
| 555 | PX_ASSERT(getBodyCore().getAngularVelocity().isZero()); |
| 556 | #ifdef _DEBUG |
| 557 | // pending forces should have been cleared at this point |
| 558 | const SimStateData* sd = getBodyCore().getSimStateData(isKinematic: false); |
| 559 | if (sd) |
| 560 | { |
| 561 | const VelocityMod* vm = sd->getVelocityModData(); |
| 562 | PX_ASSERT(vm->linearPerSec.isZero() && vm->linearPerStep.isZero() && vm->angularPerSec.isZero() && vm->angularPerStep.isZero()); |
| 563 | } |
| 564 | #endif |
| 565 | |
| 566 | setActive(active: false); |
| 567 | notifyPutToSleep(); |
| 568 | |
| 569 | clearInternalFlag(flag: InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2)); // putToSleep is used when a kinematic gets removed from the scene while the sim is running and then gets re-inserted immediately. |
| 570 | // We can move this code when we look into the open task of making buffered re-insertion more consistent with the non-buffered case. |
| 571 | } |
| 572 | |
| 573 | void BodySim::internalWakeUp(PxReal wakeCounterValue) |
| 574 | { |
| 575 | if(mArticulation) |
| 576 | mArticulation->internalWakeUp(wakeCounter: wakeCounterValue); |
| 577 | else |
| 578 | internalWakeUpBase(wakeCounterValue); |
| 579 | } |
| 580 | |
| 581 | void BodySim::internalWakeUpArticulationLink(PxReal wakeCounterValue) |
| 582 | { |
| 583 | PX_ASSERT(mArticulation); |
| 584 | internalWakeUpBase(wakeCounterValue); |
| 585 | } |
| 586 | |
| 587 | void BodySim::internalWakeUpBase(PxReal wakeCounterValue) //this one can only increase the wake counter, not decrease it, so it can't be used to put things to sleep! |
| 588 | { |
| 589 | if ((!isKinematic()) && (getBodyCore().getWakeCounter() < wakeCounterValue)) |
| 590 | { |
| 591 | PX_ASSERT(wakeCounterValue > 0.0f); |
| 592 | getBodyCore().setWakeCounterFromSim(wakeCounterValue); |
| 593 | |
| 594 | //we need to update the gpu body sim because we reset the wake counter for the body core |
| 595 | mScene.getSimulationController()->updateDynamic(isArticulationLink: isArticulationLink(), mNodeIndex); |
| 596 | setActive(active: true); |
| 597 | notifyWakeUp(wakeUpInIslandGen: false); |
| 598 | mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN); |
| 599 | } |
| 600 | } |
| 601 | |
| 602 | void BodySim::notifyReadyForSleeping() |
| 603 | { |
| 604 | if(mArticulation == NULL) |
| 605 | getScene().getSimpleIslandManager()->deactivateNode(index: mNodeIndex); |
| 606 | } |
| 607 | |
| 608 | void BodySim::notifyNotReadyForSleeping() |
| 609 | { |
| 610 | getScene().getSimpleIslandManager()->activateNode(index: mNodeIndex); |
| 611 | } |
| 612 | |
| 613 | void BodySim::notifyWakeUp(bool /*wakeUpInIslandGen*/) |
| 614 | { |
| 615 | getScene().getSimpleIslandManager()->activateNode(index: mNodeIndex); |
| 616 | } |
| 617 | |
| 618 | void BodySim::notifyPutToSleep() |
| 619 | { |
| 620 | getScene().getSimpleIslandManager()->putNodeToSleep(index: mNodeIndex); |
| 621 | } |
| 622 | |
| 623 | void BodySim::resetSleepFilter() |
| 624 | { |
| 625 | mLLBody.sleepAngVelAcc = PxVec3(0.0f); |
| 626 | mLLBody.sleepLinVelAcc = PxVec3(0.0f); |
| 627 | } |
| 628 | |
| 629 | //This function will be called by CPU sleepCheck code |
| 630 | PxReal BodySim::updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector& motionVelocity) |
| 631 | { |
| 632 | // update the body's sleep state and |
| 633 | BodyCore& core = getBodyCore(); |
| 634 | |
| 635 | const PxReal wakeCounterResetTime = ScInternalWakeCounterResetValue; |
| 636 | |
| 637 | PxReal wc = core.getWakeCounter(); |
| 638 | |
| 639 | { |
| 640 | PxVec3 bcSleepLinVelAcc = mLLBody.sleepLinVelAcc; |
| 641 | PxVec3 bcSleepAngVelAcc = mLLBody.sleepAngVelAcc; |
| 642 | |
| 643 | if(wc < wakeCounterResetTime * 0.5f || wc < dt) |
| 644 | { |
| 645 | const PxTransform& body2World = getBody2World(); |
| 646 | |
| 647 | // calculate normalized energy: kinetic energy divided by mass |
| 648 | const PxVec3 t = core.getInverseInertia(); |
| 649 | const PxVec3 inertia(t.x > 0.0f ? 1.0f/t.x : 1.0f, t.y > 0.0f ? 1.0f/t.y : 1.0f, t.z > 0.0f ? 1.0f/t.z : 1.0f); |
| 650 | |
| 651 | PxVec3 sleepLinVelAcc =motionVelocity.linear; |
| 652 | PxVec3 sleepAngVelAcc = body2World.q.rotateInv(v: motionVelocity.angular); |
| 653 | |
| 654 | bcSleepLinVelAcc += sleepLinVelAcc; |
| 655 | bcSleepAngVelAcc += sleepAngVelAcc; |
| 656 | |
| 657 | PxReal invMass = core.getInverseMass(); |
| 658 | if(invMass == 0.0f) |
| 659 | invMass = 1.0f; |
| 660 | |
| 661 | const PxReal angular = bcSleepAngVelAcc.multiply(a: bcSleepAngVelAcc).dot(v: inertia) * invMass; |
| 662 | const PxReal linear = bcSleepLinVelAcc.magnitudeSquared(); |
| 663 | PxReal normalizedEnergy = 0.5f * (angular + linear); |
| 664 | |
| 665 | // scale threshold by cluster factor (more contacts => higher sleep threshold) |
| 666 | const PxReal clusterFactor = PxReal(1 + getNumCountedInteractions()); |
| 667 | const PxReal threshold = clusterFactor*energyThreshold; |
| 668 | |
| 669 | if (normalizedEnergy >= threshold) |
| 670 | { |
| 671 | PX_ASSERT(isActive()); |
| 672 | resetSleepFilter(); |
| 673 | const float factor = threshold == 0.0f ? 2.0f : PxMin(a: normalizedEnergy/threshold, b: 2.0f); |
| 674 | PxReal oldWc = wc; |
| 675 | wc = factor * 0.5f * wakeCounterResetTime + dt * (clusterFactor - 1.0f); |
| 676 | core.setWakeCounterFromSim(wc); |
| 677 | if (oldWc == 0.0f) // for the case where a sleeping body got activated by the system (not the user) AND got processed by the solver as well |
| 678 | notifyNotReadyForSleeping(); |
| 679 | |
| 680 | return wc; |
| 681 | } |
| 682 | } |
| 683 | |
| 684 | mLLBody.sleepLinVelAcc = bcSleepLinVelAcc; |
| 685 | mLLBody.sleepAngVelAcc = bcSleepAngVelAcc; |
| 686 | } |
| 687 | |
| 688 | wc = PxMax(a: wc-dt, b: 0.0f); |
| 689 | core.setWakeCounterFromSim(wc); |
| 690 | return wc; |
| 691 | } |
| 692 | |
| 693 | //-------------------------------------------------------------- |
| 694 | // |
| 695 | // Kinematics |
| 696 | // |
| 697 | //-------------------------------------------------------------- |
| 698 | |
| 699 | PX_FORCE_INLINE void BodySim::initKinematicStateBase(BodyCore&, bool asPartOfCreation) |
| 700 | { |
| 701 | PX_ASSERT(!readInternalFlag(BF_KINEMATIC_MOVED)); |
| 702 | |
| 703 | if (!asPartOfCreation && isActive()) |
| 704 | getScene().swapInActiveBodyList(body&: *this); |
| 705 | |
| 706 | //mLLBody.setAccelerationV(Cm::SpatialVector::zero()); |
| 707 | |
| 708 | // Need to be before setting setRigidBodyFlag::KINEMATIC |
| 709 | |
| 710 | if (getConstraintGroup()) |
| 711 | getConstraintGroup()->markForProjectionTreeRebuild(getScene().getProjectionManager()); |
| 712 | } |
| 713 | |
| 714 | void BodySim::calculateKinematicVelocity(PxReal oneOverDt) |
| 715 | { |
| 716 | PX_ASSERT(isKinematic()); |
| 717 | |
| 718 | /*------------------------------------------------\ |
| 719 | | kinematic bodies are moved directly by the user and are not influenced by external forces |
| 720 | | we simply determine the distance moved since the last simulation frame and |
| 721 | | assign the appropriate delta to the velocity. This vel will be used to shove dynamic |
| 722 | | objects in the solver. |
| 723 | | We have to do this like so in a delayed way, because when the user sets the target pos the dt is not |
| 724 | | yet known. |
| 725 | \------------------------------------------------*/ |
| 726 | PX_ASSERT(isActive()); |
| 727 | |
| 728 | BodyCore& core = getBodyCore(); |
| 729 | |
| 730 | if (readInternalFlag(flag: BF_KINEMATIC_MOVED)) |
| 731 | { |
| 732 | clearInternalFlag(flag: InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2)); |
| 733 | const SimStateData* kData = core.getSimStateData(isKinematic: true); |
| 734 | PX_ASSERT(kData); |
| 735 | PX_ASSERT(kData->isKine()); |
| 736 | PX_ASSERT(kData->getKinematicData()->targetValid); |
| 737 | PxVec3 linVelLL, angVelLL; |
| 738 | const PxTransform targetPose = kData->getKinematicData()->targetPose; |
| 739 | const PxTransform& currBody2World = getBody2World(); |
| 740 | |
| 741 | //the kinematic target pose is now the target of the body (CoM) and not the actor. |
| 742 | |
| 743 | PxVec3 deltaPos = targetPose.p; |
| 744 | deltaPos -= currBody2World.p; |
| 745 | linVelLL = deltaPos * oneOverDt; |
| 746 | |
| 747 | PxQuat q = targetPose.q * currBody2World.q.getConjugate(); |
| 748 | |
| 749 | if (q.w < 0) //shortest angle. |
| 750 | q = -q; |
| 751 | |
| 752 | PxReal angle; |
| 753 | PxVec3 axis; |
| 754 | q.toRadiansAndUnitAxis(angle, axis); |
| 755 | angVelLL = axis * angle * oneOverDt; |
| 756 | |
| 757 | core.getCore().linearVelocity = linVelLL; |
| 758 | core.getCore().angularVelocity = angVelLL; |
| 759 | |
| 760 | // Moving a kinematic should trigger a wakeUp call on a higher level. |
| 761 | PX_ASSERT(core.getWakeCounter()>0); |
| 762 | PX_ASSERT(isActive()); |
| 763 | |
| 764 | } |
| 765 | else if (!readInternalFlag(flag: BF_KINEMATIC_SURFACE_VELOCITY)) |
| 766 | { |
| 767 | core.setLinearVelocity(PxVec3(0)); |
| 768 | core.setAngularVelocity(PxVec3(0)); |
| 769 | } |
| 770 | } |
| 771 | |
| 772 | void BodySim::updateKinematicPose() |
| 773 | { |
| 774 | /*------------------------------------------------\ |
| 775 | | kinematic bodies are moved directly by the user and are not influenced by external forces |
| 776 | | we simply determine the distance moved since the last simulation frame and |
| 777 | | assign the appropriate delta to the velocity. This vel will be used to shove dynamic |
| 778 | | objects in the solver. |
| 779 | | We have to do this like so in a delayed way, because when the user sets the target pos the dt is not |
| 780 | | yet known. |
| 781 | \------------------------------------------------*/ |
| 782 | |
| 783 | PX_ASSERT(isKinematic()); |
| 784 | PX_ASSERT(isActive()); |
| 785 | |
| 786 | BodyCore& core = getBodyCore(); |
| 787 | |
| 788 | if (readInternalFlag(flag: BF_KINEMATIC_MOVED)) |
| 789 | { |
| 790 | clearInternalFlag(flag: InternalFlags(BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2)); |
| 791 | const SimStateData* kData = core.getSimStateData(isKinematic: true); |
| 792 | PX_ASSERT(kData); |
| 793 | PX_ASSERT(kData->isKine()); |
| 794 | PX_ASSERT(kData->getKinematicData()->targetValid); |
| 795 | |
| 796 | const PxTransform targetPose = kData->getKinematicData()->targetPose; |
| 797 | getBodyCore().getCore().body2World = targetPose; |
| 798 | } |
| 799 | } |
| 800 | |
| 801 | bool BodySim::deactivateKinematic() |
| 802 | { |
| 803 | BodyCore& core = getBodyCore(); |
| 804 | if(readInternalFlag(flag: BF_KINEMATIC_SETTLING_2)) |
| 805 | { |
| 806 | clearInternalFlag(flag: BF_KINEMATIC_SETTLING_2); |
| 807 | core.setWakeCounterFromSim(0); // For sleeping objects the wake counter must be 0. This needs to hold for kinematics too. |
| 808 | notifyReadyForSleeping(); |
| 809 | notifyPutToSleep(); |
| 810 | setActive(active: false); |
| 811 | return true; |
| 812 | } |
| 813 | else if (readInternalFlag(flag: BF_KINEMATIC_SETTLING)) |
| 814 | { |
| 815 | clearInternalFlag(flag: BF_KINEMATIC_SETTLING); |
| 816 | raiseInternalFlag(flag: BF_KINEMATIC_SETTLING_2); |
| 817 | } |
| 818 | else if (!readInternalFlag(flag: BF_KINEMATIC_SURFACE_VELOCITY)) |
| 819 | { |
| 820 | clearInternalFlag(flag: BF_KINEMATIC_MOVED); |
| 821 | raiseInternalFlag(flag: BF_KINEMATIC_SETTLING); |
| 822 | } |
| 823 | return false; |
| 824 | } |
| 825 | |
| 826 | //-------------------------------------------------------------- |
| 827 | // |
| 828 | // Miscellaneous |
| 829 | // |
| 830 | //-------------------------------------------------------------- |
| 831 | |
| 832 | void BodySim::updateForces(PxReal dt, PxsRigidBody** updatedBodySims, PxU32* updatedBodyNodeIndices, PxU32& index, Cm::SpatialVector* acceleration, const bool useAccelerations, bool simUsesAdaptiveForce) |
| 833 | { |
| 834 | PxVec3 linAcc(0.0f), angAcc(0.0f); |
| 835 | |
| 836 | const bool accDirty = readVelocityModFlag(f: VMF_ACC_DIRTY); |
| 837 | const bool velDirty = readVelocityModFlag(f: VMF_VEL_DIRTY); |
| 838 | |
| 839 | BodyCore& bodyCore = getBodyCore(); |
| 840 | SimStateData* simStateData = NULL; |
| 841 | |
| 842 | //if we change the logic like this, which means we don't need to have two seperate variables in the pxgbodysim to represent linAcc and angAcc. However, this |
| 843 | //means angAcc will be always 0 |
| 844 | if( (accDirty || velDirty) && ((simStateData = bodyCore.getSimStateData(isKinematic: false)) != NULL) ) |
| 845 | { |
| 846 | VelocityMod* velmod = simStateData->getVelocityModData(); |
| 847 | |
| 848 | //we don't have support for articulation yet |
| 849 | if (updatedBodySims) |
| 850 | { |
| 851 | updatedBodySims[index] = &getLowLevelBody(); |
| 852 | updatedBodyNodeIndices[index++] = getNodeIndex().index(); |
| 853 | } |
| 854 | |
| 855 | if(velDirty) |
| 856 | { |
| 857 | linAcc = velmod->getLinearVelModPerStep(); |
| 858 | angAcc = velmod->getAngularVelModPerStep(); |
| 859 | |
| 860 | if (useAccelerations) |
| 861 | { |
| 862 | acceleration->linear = linAcc / dt; |
| 863 | acceleration->angular = angAcc / dt; |
| 864 | |
| 865 | } |
| 866 | else |
| 867 | { |
| 868 | getBodyCore().updateVelocities(linearVelModPerStep: linAcc, angularVelModPerStep: angAcc); |
| 869 | } |
| 870 | } |
| 871 | |
| 872 | if (accDirty) |
| 873 | { |
| 874 | linAcc = velmod->getLinearVelModPerSec(); |
| 875 | angAcc = velmod->getAngularVelModPerSec(); |
| 876 | |
| 877 | if (acceleration) |
| 878 | { |
| 879 | acceleration->linear = linAcc; |
| 880 | acceleration->angular = angAcc; |
| 881 | } |
| 882 | else |
| 883 | { |
| 884 | PxReal scale = dt; |
| 885 | if (simUsesAdaptiveForce) |
| 886 | { |
| 887 | if (getScene().getSimpleIslandManager()->getAccurateIslandSim().getIslandStaticTouchCount(nodeIndex: mNodeIndex) != 0) |
| 888 | { |
| 889 | scale *= mLLBody.accelScale; |
| 890 | } |
| 891 | } |
| 892 | getBodyCore().updateVelocities(linearVelModPerStep: linAcc*scale, angularVelModPerStep: angAcc*scale); |
| 893 | } |
| 894 | } |
| 895 | } |
| 896 | |
| 897 | setForcesToDefaults(readVelocityModFlag(f: VMF_ACC_DIRTY)); |
| 898 | } |
| 899 | |
| 900 | void BodySim::onConstraintDetach() |
| 901 | { |
| 902 | PX_ASSERT(readInternalFlag(BF_HAS_CONSTRAINTS)); |
| 903 | |
| 904 | PxU32 size = getActorInteractionCount(); |
| 905 | Interaction** interactions = getActorInteractions(); |
| 906 | unregisterCountedInteraction(); |
| 907 | |
| 908 | while(size--) |
| 909 | { |
| 910 | const Interaction* interaction = *interactions++; |
| 911 | if(interaction->getType() == InteractionType::eCONSTRAINTSHADER) |
| 912 | return; |
| 913 | } |
| 914 | |
| 915 | clearInternalFlag(flag: BF_HAS_CONSTRAINTS); // There are no other constraint interactions left |
| 916 | } |
| 917 | |
| 918 | void BodySim::setArticulation(ArticulationSim* a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex) |
| 919 | { |
| 920 | mArticulation = a; |
| 921 | if(a) |
| 922 | { |
| 923 | IG::NodeIndex index = mArticulation->getIslandNodeIndex(); |
| 924 | mNodeIndex.setIndices(index: index.index(), articLinkId: bodyIndex); |
| 925 | getBodyCore().setWakeCounterFromSim(wakeCounter); |
| 926 | |
| 927 | if (getFlagsFast() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD) |
| 928 | getScene().setSpeculativeCCDArticulationLink(mNodeIndex.index()); |
| 929 | |
| 930 | if (!asleep) |
| 931 | { |
| 932 | setActive(active: true); |
| 933 | notifyWakeUp(false); |
| 934 | } |
| 935 | else |
| 936 | { |
| 937 | notifyReadyForSleeping(); |
| 938 | notifyPutToSleep(); |
| 939 | setActive(active: false); |
| 940 | } |
| 941 | } |
| 942 | else |
| 943 | { |
| 944 | //Setting a 1 in the articulation ID to avoid returning the node Index to the node index |
| 945 | //manager |
| 946 | mNodeIndex.setIndices(IG_INVALID_NODE, articLinkId: 1); |
| 947 | } |
| 948 | } |
| 949 | |
| 950 | void BodySim::createSqBounds() |
| 951 | { |
| 952 | if(!isActive() || usingSqKinematicTarget() || readInternalFlag(flag: BF_IS_COMPOUND_RIGID)) |
| 953 | return; |
| 954 | |
| 955 | PX_ASSERT(!isFrozen()); |
| 956 | |
| 957 | ElementSim* current = getElements_(); |
| 958 | while(current) |
| 959 | { |
| 960 | static_cast<ShapeSim*>(current)->createSqBounds(); |
| 961 | current = current->mNextInActor; |
| 962 | } |
| 963 | } |
| 964 | |
| 965 | void BodySim::destroySqBounds() |
| 966 | { |
| 967 | ElementSim* current = getElements_(); |
| 968 | while(current) |
| 969 | { |
| 970 | static_cast<ShapeSim*>(current)->destroySqBounds(); |
| 971 | current = current->mNextInActor; |
| 972 | } |
| 973 | } |
| 974 | |
| 975 | void BodySim::freezeTransforms(Cm::BitMapPinned* shapeChangedMap) |
| 976 | { |
| 977 | ElementSim* current = getElements_(); |
| 978 | while(current) |
| 979 | { |
| 980 | ShapeSim* sim = static_cast<ShapeSim*>(current); |
| 981 | sim->updateCached(transformCacheFlags: PxsTransformFlag::eFROZEN, shapeChangedMap); |
| 982 | sim->destroySqBounds(); |
| 983 | current = current->mNextInActor; |
| 984 | } |
| 985 | } |
| 986 | |
| 987 | void BodySim::disableCompound() |
| 988 | { |
| 989 | if(isActive()) |
| 990 | getScene().removeFromActiveCompoundBodyList(actor&: *this); |
| 991 | clearInternalFlag(flag: BF_IS_COMPOUND_RIGID); |
| 992 | } |
| 993 | |
| 994 | |