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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
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treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/PxRigidBody.h
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_PHYSICS_NX_RIGIDBODY
+#define PX_PHYSICS_NX_RIGIDBODY
+/** \addtogroup physics
+@{
+*/
+
+#include "PxRigidActor.h"
+#include "PxForceMode.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+
+/**
+\brief Collection of flags describing the behavior of a rigid body.
+
+@see PxRigidBody.setRigidBodyFlag(), PxRigidBody.getRigidBodyFlags()
+*/
+
+struct PxRigidBodyFlag
+{
+ enum Enum
+ {
+
+ /**
+ \brief Enables kinematic mode for the actor.
+
+ Kinematic actors are special dynamic actors that are not
+ influenced by forces (such as gravity), and have no momentum. They are considered to have infinite
+ mass and can be moved around the world using the setKinematicTarget() method. They will push
+ regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects.
+
+ Kinematic actors are great for moving platforms or characters, where direct motion control is desired.
+
+ You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform
+ is moving with a relatively low, uniform velocity.
+
+ <b>Sleeping:</b>
+ \li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0.
+ \li If this flag gets cleared, the current sleep state of the actor will be kept.
+
+ \note kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ eKINEMATIC = (1<<0), //!< Enable kinematic mode for the body.
+
+ /**
+ \brief Use the kinematic target transform for scene queries.
+
+ If this flag is raised, then scene queries will treat the kinematic target transform as the current pose
+ of the body (instead of using the actual pose). Without this flag, the kinematic target will only take
+ effect with respect to scene queries after a simulation step.
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES = (1<<1),
+
+ /**
+ \brief Enables swept integration for the actor.
+
+ If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to
+ high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to
+ individual interactions.
+
+ \note kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor
+
+ */
+ eENABLE_CCD = (1<<2), //!< Enable CCD for the body.
+
+ /**
+ \brief Enabled CCD in swept integration for the actor.
+
+ If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because
+ CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior
+ that is a closer match for previous versions of the SDK.
+
+ \note This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect.
+ */
+ eENABLE_CCD_FRICTION = (1<<3),
+
+ /**
+ \brief Register a rigid body for reporting pose changes by the simulation at an early stage.
+
+ Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and
+ not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported
+ in #PxSimulationEventCallback::onAdvance(). Please refer to the documentation of that callback to understand
+ the behavior and limitations of this functionality.
+
+ @see PxSimulationEventCallback::onAdvance()
+ */
+ eENABLE_POSE_INTEGRATION_PREVIEW = (1 << 4),
+
+ /**
+ \brief Register a rigid body to dynamicly adjust contact offset based on velocity. This can be used to achieve a CCD effect.
+ */
+ eENABLE_SPECULATIVE_CCD = (1 << 5)
+ };
+};
+
+/**
+\brief collection of set bits defined in PxRigidBodyFlag.
+
+@see PxRigidBodyFlag
+*/
+typedef PxFlags<PxRigidBodyFlag::Enum,PxU8> PxRigidBodyFlags;
+PX_FLAGS_OPERATORS(PxRigidBodyFlag::Enum,PxU8)
+
+/**
+\brief PxRigidBody is a base class shared between dynamic rigid body objects.
+
+@see PxRigidActor
+*/
+
+class PxRigidBody : public PxRigidActor
+{
+public:
+ // Runtime modifications
+
+/************************************************************************************************/
+/** @name Mass Manipulation
+*/
+
+ /**
+ \brief Sets the pose of the center of mass relative to the actor.
+
+ \note Changing this transform will not move the actor in the world!
+
+ \note Setting an unrealistic center of mass which is a long way from the body can make it difficult for
+ the SDK to solve constraints. Perhaps leading to instability and jittering bodies.
+
+ <b>Default:</b> the identity transform
+
+ \param[in] pose Mass frame offset transform relative to the actor frame. <b>Range:</b> rigid body transform.
+
+ @see getCMassLocalPose() PxRigidBodyDesc.massLocalPose
+ */
+ virtual void setCMassLocalPose(const PxTransform& pose) = 0;
+
+
+ /**
+ \brief Retrieves the center of mass pose relative to the actor frame.
+
+ \return The center of mass pose relative to the actor frame.
+
+ @see setCMassLocalPose() PxRigidBodyDesc.massLocalPose
+ */
+ virtual PxTransform getCMassLocalPose() const = 0;
+
+
+ /**
+ \brief Sets the mass of a dynamic actor.
+
+ The mass must be non-negative.
+
+ setMass() does not update the inertial properties of the body, to change the inertia tensor
+ use setMassSpaceInertiaTensor() or the PhysX extensions method #PxRigidBodyExt::updateMassAndInertia().
+
+ \note A value of 0 is interpreted as infinite mass.
+ \note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic.
+
+ <b>Default:</b> 1.0
+
+ <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
+
+ \param[in] mass New mass value for the actor. <b>Range:</b> [0, PX_MAX_F32)
+
+ @see getMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor()
+ */
+ virtual void setMass(PxReal mass) = 0;
+
+ /**
+ \brief Retrieves the mass of the actor.
+
+ \note A value of 0 is interpreted as infinite mass.
+
+ \return The mass of this actor.
+
+ @see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor()
+ */
+ virtual PxReal getMass() const = 0;
+
+ /**
+ \brief Retrieves the inverse mass of the actor.
+
+ \return The inverse mass of this actor.
+
+ @see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor()
+ */
+ virtual PxReal getInvMass() const = 0;
+
+ /**
+ \brief Sets the inertia tensor, using a parameter specified in mass space coordinates.
+
+ Note that such matrices are diagonal -- the passed vector is the diagonal.
+
+ If you have a non diagonal world/actor space inertia tensor(3x3 matrix). Then you need to
+ diagonalize it and set an appropriate mass space transform. See #setCMassLocalPose().
+
+ The inertia tensor elements must be non-negative.
+
+ \note A value of 0 in an element is interpreted as infinite inertia along that axis.
+ \note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic.
+
+ <b>Default:</b> (1.0, 1.0, 1.0)
+
+ <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
+
+ \param[in] m New mass space inertia tensor for the actor.
+
+ @see PxRigidBodyDesc.massSpaceInertia getMassSpaceInertia() setMass() setCMassLocalPose()
+ */
+ virtual void setMassSpaceInertiaTensor(const PxVec3& m) = 0;
+
+ /**
+ \brief Retrieves the diagonal inertia tensor of the actor relative to the mass coordinate frame.
+
+ This method retrieves a mass frame inertia vector.
+
+ \return The mass space inertia tensor of this actor.
+
+ \note A value of 0 in an element is interpreted as infinite inertia along that axis.
+
+ @see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose()
+ */
+ virtual PxVec3 getMassSpaceInertiaTensor() const = 0;
+
+ /**
+ \brief Retrieves the diagonal inverse inertia tensor of the actor relative to the mass coordinate frame.
+
+ This method retrieves a mass frame inverse inertia vector.
+
+ \note A value of 0 in an element is interpreted as infinite inertia along that axis.
+
+ \return The mass space inverse inertia tensor of this actor.
+
+ @see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose()
+ */
+ virtual PxVec3 getMassSpaceInvInertiaTensor() const = 0;
+
+
+/************************************************************************************************/
+/** @name Velocity
+*/
+
+
+ /**
+ \brief Retrieves the linear velocity of an actor.
+
+ \return The linear velocity of the actor.
+
+ @see PxRigidDynamic.setLinearVelocity() getAngularVelocity()
+ */
+ virtual PxVec3 getLinearVelocity() const = 0;
+
+ /**
+ \brief Sets the linear velocity of the actor.
+
+ Note that if you continuously set the velocity of an actor yourself,
+ forces such as gravity or friction will not be able to manifest themselves, because forces directly
+ influence only the velocity/momentum of an actor.
+
+ <b>Default:</b> (0.0, 0.0, 0.0)
+
+ <b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the
+ new velocity is non-zero
+
+ \note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \param[in] linVel New linear velocity of actor. <b>Range:</b> velocity vector
+ \param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value.
+
+ @see getLinearVelocity() setAngularVelocity()
+ */
+ virtual void setLinearVelocity(const PxVec3& linVel, bool autowake = true ) = 0;
+
+
+
+ /**
+ \brief Retrieves the angular velocity of the actor.
+
+ \return The angular velocity of the actor.
+
+ @see PxRigidDynamic.setAngularVelocity() getLinearVelocity()
+ */
+ virtual PxVec3 getAngularVelocity() const = 0;
+
+
+ /**
+ \brief Sets the angular velocity of the actor.
+
+ Note that if you continuously set the angular velocity of an actor yourself,
+ forces such as friction will not be able to rotate the actor, because forces directly influence only the velocity/momentum.
+
+ <b>Default:</b> (0.0, 0.0, 0.0)
+
+ <b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the
+ new velocity is non-zero
+
+ \note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \param[in] angVel New angular velocity of actor. <b>Range:</b> angular velocity vector
+ \param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero. If true and the current wake
+ counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value.
+
+ @see getAngularVelocity() setLinearVelocity()
+ */
+ virtual void setAngularVelocity(const PxVec3& angVel, bool autowake = true ) = 0;
+
+
+/************************************************************************************************/
+/** @name Forces
+*/
+
+ /**
+ \brief Applies a force (or impulse) defined in the global coordinate frame to the actor at its center of mass.
+
+ <b>This will not induce a torque</b>.
+
+ ::PxForceMode determines if the force is to be conventional or impulsive.
+
+ Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION
+ and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same
+ accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using PxForceMode::eACCELERATION and
+ PxForceMode::eVELOCITY_CHANGE respectively.
+
+
+ \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links.
+
+ \note if this is called on an articulation link, only the link is updated, not the entire articulation.
+
+ \note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for details of how to compute the change in linear velocity that
+ will arise from the application of an impulsive force, where an impulsive force is applied force multiplied by a timestep.
+
+ <b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the force is non-zero.
+
+ \param[in] force Force/Impulse to apply defined in the global frame.
+ \param[in] mode The mode to use when applying the force/impulse(see #PxForceMode)
+ \param[in] autowake Specify if the call should wake up the actor if it is currently asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value.
+
+ @see PxForceMode addTorque
+ */
+ virtual void addForce(const PxVec3& force, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0;
+
+ /**
+ \brief Applies an impulsive torque defined in the global coordinate frame to the actor.
+
+ ::PxForceMode determines if the torque is to be conventional or impulsive.
+
+ Each actor has an angular acceleration and an angular velocity change accumulator which are directly modified using the modes
+ PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE
+ also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse inertia and then
+ using PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively.
+
+
+ \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links.
+
+ \note if this called on an articulation link, only the link is updated, not the entire articulation.
+
+ \note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for detatils of how to compute the change in angular velocity that
+ will arise from the application of an impulsive torque, where an impulsive torque is an applied torque multiplied by a timestep.
+
+ <b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the torque is non-zero.
+
+ \param[in] torque Torque to apply defined in the global frame. <b>Range:</b> torque vector
+ \param[in] mode The mode to use when applying the force/impulse(see #PxForceMode).
+ \param[in] autowake whether to wake up the object if it is asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value.
+
+ @see PxForceMode addForce()
+ */
+ virtual void addTorque(const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0;
+
+ /**
+ \brief Clears the accumulated forces (sets the accumulated force back to zero).
+
+ Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION
+ and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same
+ accumulators (see PxRigidBody::addForce() for details); therefore the effect of calling clearForce(PxForceMode::eFORCE) is equivalent to calling
+ clearForce(PxForceMode::eACCELERATION), and the effect of calling clearForce(PxForceMode::eIMPULSE) is equivalent to calling
+ clearForce(PxForceMode::eVELOCITY_CHANGE).
+
+ ::PxForceMode determines if the cleared force is to be conventional or impulsive.
+
+ \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links.
+
+ \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode)
+
+ @see PxForceMode addForce
+ */
+ virtual void clearForce(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0;
+
+ /**
+ \brief Clears the impulsive torque defined in the global coordinate frame to the actor.
+
+ ::PxForceMode determines if the cleared torque is to be conventional or impulsive.
+
+ Each actor has an angular acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION
+ and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same
+ accumulators (see PxRigidBody::addTorque() for details); therefore the effect of calling clearTorque(PxForceMode::eFORCE) is equivalent to calling
+ clearTorque(PxForceMode::eACCELERATION), and the effect of calling clearTorque(PxForceMode::eIMPULSE) is equivalent to calling
+ clearTorque(PxForceMode::eVELOCITY_CHANGE).
+
+ \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links.
+
+ \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set.
+
+ \param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode).
+
+ @see PxForceMode addTorque
+ */
+ virtual void clearTorque(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0;
+
+ /**
+ \brief Raises or clears a particular rigid body flag.
+
+ See the list of flags #PxRigidBodyFlag
+
+ <b>Default:</b> no flags are set
+
+ <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically.
+
+ \param[in] flag The PxRigidBody flag to raise(set) or clear. See #PxRigidBodyFlag.
+ \param[in] value The new boolean value for the flag.
+
+ @see PxRigidBodyFlag getRigidBodyFlags()
+ */
+
+ virtual void setRigidBodyFlag(PxRigidBodyFlag::Enum flag, bool value) = 0;
+ virtual void setRigidBodyFlags(PxRigidBodyFlags inFlags) = 0;
+
+ /**
+ \brief Reads the PxRigidBody flags.
+
+ See the list of flags #PxRigidBodyFlag
+
+ \return The values of the PxRigidBody flags.
+
+ @see PxRigidBodyFlag setRigidBodyFlag()
+ */
+ virtual PxRigidBodyFlags getRigidBodyFlags() const = 0;
+
+ /**
+ \brief Sets the CCD minimum advance coefficient.
+
+ The CCD minimum advance coefficient is a value in the range [0, 1] that is used to control the minimum amount of time a body is integrated when
+ it has a CCD contact. The actual minimum amount of time that is integrated depends on various properties, including the relative speed and collision shapes
+ of the bodies involved in the contact. From these properties, a numeric value is calculated that determines the maximum distance (and therefore maximum time)
+ which these bodies could be integrated forwards that would ensure that these bodies did not pass through each-other. This value is then scaled by CCD minimum advance
+ coefficient to determine the amount of time that will be consumed in the CCD pass.
+
+ <b>Things to consider:</b>
+ A large value (approaching 1) ensures that the objects will always advance some time. However, larger values increase the chances of objects gently drifting through each-other in
+ scenes which the constraint solver can't converge, e.g. scenes where an object is being dragged through a wall with a constraint.
+ A value of 0 ensures that the pair of objects stop at the exact time-of-impact and will not gently drift through each-other. However, with very small/thin objects initially in
+ contact, this can lead to a large amount of time being dropped and increases the chances of jamming. Jamming occurs when the an object is persistently in contact with an object
+ such that the time-of-impact is 0, which results in no time being advanced for those objects in that CCD pass.
+
+ The chances of jamming can be reduced by increasing the number of CCD mass @see PxSceneDesc.ccdMaxPasses. However, increasing this number increases the CCD overhead.
+
+ \param[in] advanceCoefficient The CCD min advance coefficient. <b>Range:</b> [0, 1] <b>Default:</b> 0.15
+ */
+
+ virtual void setMinCCDAdvanceCoefficient(PxReal advanceCoefficient) = 0;
+
+ /**
+ \brief Gets the CCD minimum advance coefficient.
+
+ \return The value of the CCD min advance coefficient.
+
+ @see setMinCCDAdvanceCoefficient
+
+ */
+
+ virtual PxReal getMinCCDAdvanceCoefficient() const = 0;
+
+
+ /**
+ \brief Sets the maximum depenetration velocity permitted to be introduced by the solver.
+ This value controls how much velocity the solver can introduce to correct for penetrations in contacts.
+ \param[in] biasClamp The maximum velocity to de-penetrate by <b>Range:</b> (0, PX_MAX_F32].
+ */
+ virtual void setMaxDepenetrationVelocity(PxReal biasClamp) = 0;
+
+ /**
+ \brief Returns the maximum depenetration velocity the solver is permitted to introduced.
+ This value controls how much velocity the solver can introduce to correct for penetrations in contacts.
+ \return The maximum penetration bias applied by the solver.
+ */
+ virtual PxReal getMaxDepenetrationVelocity() const = 0;
+
+
+ /**
+ \brief Sets a limit on the impulse that may be applied at a contact. The maximum impulse at a contact between two dynamic or kinematic
+ bodies will be the minimum of the two limit values. For a collision between a static and a dynamic body, the impulse is limited
+ by the value for the dynamic body.
+
+ \param[in] maxImpulse the maximum contact impulse. <b>Range:</b> [0, PX_MAX_F32] <b>Default:</b> PX_MAX_F32
+
+ @see getMaxContactImpulse
+ */
+ virtual void setMaxContactImpulse(PxReal maxImpulse) = 0;
+
+ /**
+ \brief Returns the maximum impulse that may be applied at a contact.
+
+ \return The maximum impulse that may be applied at a contact
+
+ @see setMaxContactImpulse
+ */
+ virtual PxReal getMaxContactImpulse() const = 0;
+
+
+protected:
+ PX_INLINE PxRigidBody(PxType concreteType, PxBaseFlags baseFlags) : PxRigidActor(concreteType, baseFlags) {}
+ PX_INLINE PxRigidBody(PxBaseFlags baseFlags) : PxRigidActor(baseFlags) {}
+ virtual ~PxRigidBody() {}
+ virtual bool isKindOf(const char* name)const { return !::strcmp("PxRigidBody", name) || PxRigidActor::isKindOf(name); }
+};
+
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif