diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/PxRigidBody.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Include/PxRigidBody.h')
| -rw-r--r-- | PhysX_3.4/Include/PxRigidBody.h | 564 |
1 files changed, 564 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/PxRigidBody.h b/PhysX_3.4/Include/PxRigidBody.h new file mode 100644 index 00000000..c07df281 --- /dev/null +++ b/PhysX_3.4/Include/PxRigidBody.h @@ -0,0 +1,564 @@ +// 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 |