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| 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/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp | |
| 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/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp b/PhysX_3.4/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp new file mode 100644 index 00000000..c6c66e8a --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DyRigidBodyToSolverBody.cpp @@ -0,0 +1,107 @@ +// 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. + + +#include "CmUtils.h" +#include "DySolverBody.h" +#include "PxsRigidBody.h" +#include "PxvDynamics.h" + +namespace physx +{ + +namespace Dy +{ +//This method returns values of 0 when the inertia is 0. This is a bit of a hack but allows us to +//represent kinematic objects' velocities in our new format +PX_FORCE_INLINE PxVec3 computeSafeSqrtInertia(const PxVec3& v) +{ + return PxVec3(v.x == 0.f ? 0.f : PxSqrt(v.x), v.y == 0.f ? 0.f : PxSqrt(v.y), v.z == 0.f ? 0.f : PxSqrt(v.z)); +} + +void copyToSolverBodyData(const PxVec3& linearVelocity, const PxVec3& angularVelocity, const PxReal invMass, const PxVec3& invInertia, const PxTransform& globalPose, + const PxReal maxDepenetrationVelocity, const PxReal maxContactImpulse, const PxU32 nodeIndex, const PxReal reportThreshold, PxSolverBodyData& data, PxU32 lockFlags) +{ + data.nodeIndex = nodeIndex; + + PxVec3 safeSqrtInvInertia = computeSafeSqrtInertia(invInertia); + + PxMat33 rotation(globalPose.q); + + Cm::transformInertiaTensor(safeSqrtInvInertia, rotation, data.sqrtInvInertia); + + // Copy simple properties + data.linearVelocity = linearVelocity; + data.angularVelocity = angularVelocity; + + if (lockFlags) + { + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X) + data.linearVelocity.x = 0.f; + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y) + data.linearVelocity.y = 0.f; + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z) + data.linearVelocity.z = 0.f; + + //KS - technically, we can zero the inertia columns and produce stiffer constraints. However, this can cause numerical issues with the + //joint solver, which is fixed by disabling joint preprocessing and setting minResponseThreshold to some reasonable value > 0. However, until + //this is handled automatically, it's probably better not to zero these inertia rows + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X) + { + data.angularVelocity.x = 0.f; + //data.sqrtInvInertia.column0 = PxVec3(0.f); + } + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y) + { + data.angularVelocity.y = 0.f; + //data.sqrtInvInertia.column1 = PxVec3(0.f); + } + if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z) + { + data.angularVelocity.z = 0.f; + //data.sqrtInvInertia.column2 = PxVec3(0.f); + } + } + + + PX_ASSERT(linearVelocity.isFinite()); + PX_ASSERT(angularVelocity.isFinite()); + + data.invMass = invMass; + data.penBiasClamp = maxDepenetrationVelocity; + data.maxContactImpulse = maxContactImpulse; + data.body2World = globalPose; + data.lockFlags = lockFlags; + + data.reportThreshold = reportThreshold; +} + +} + +} |