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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
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysXExtensions/src/ExtDistanceJointSolverPrep.cpp
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Initial commit:
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.
+
+
+#include "foundation/PxSimpleTypes.h"
+#include "ExtDistanceJoint.h"
+
+namespace physx
+{
+namespace Ext
+{
+ PxU32 DistanceJointSolverPrep(Px1DConstraint* constraints,
+ PxVec3& body0WorldOffset,
+ PxU32 maxConstraints,
+ PxConstraintInvMassScale &invMassScale,
+ const void* constantBlock,
+ const PxTransform& bA2w,
+ const PxTransform& bB2w)
+ {
+ PX_UNUSED(maxConstraints);
+
+ const DistanceJointData& data = *reinterpret_cast<const DistanceJointData*>(constantBlock);
+ invMassScale = data.invMassScale;
+
+ PxTransform cA2w = bA2w.transform(data.c2b[0]);
+ PxTransform cB2w = bB2w.transform(data.c2b[1]);
+
+ body0WorldOffset = cB2w.p - bA2w.p;
+
+ PxVec3 direction = cA2w.p - cB2w.p;
+ PxReal distance = direction.normalize();
+
+ bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED);
+ bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED);
+
+ if((!enforceMax || distance<=data.maxDistance) && (!enforceMin || distance>=data.minDistance))
+ return 0;
+
+#define EPS_REAL 1.192092896e-07F
+
+ if (distance < EPS_REAL)
+ direction = PxVec3(1.f,0,0);
+
+ Px1DConstraint *c = constraints;
+
+ // constraint is breakable, so we need to output forces
+
+ c->flags = Px1DConstraintFlag::eOUTPUT_FORCE;
+
+ c->linear0 = direction; c->angular0 = (cA2w.p - bA2w.p).cross(c->linear0);
+ c->linear1 = direction; c->angular1 = (cB2w.p - bB2w.p).cross(c->linear1);
+
+ if (data.jointFlags & PxDistanceJointFlag::eSPRING_ENABLED)
+ {
+ c->flags |= Px1DConstraintFlag::eSPRING;
+ c->mods.spring.stiffness= data.stiffness;
+ c->mods.spring.damping = data.damping;
+ }
+
+ //add tolerance so we don't have contact-style jitter problem.
+
+ if (data.minDistance == data.maxDistance && enforceMin && enforceMax)
+ {
+ PxReal error = distance - data.maxDistance;
+ c->geometricError = error > data.tolerance ? error - data.tolerance :
+ error < -data.tolerance ? error + data.tolerance : 0;
+ }
+ else if (enforceMax && distance > data.maxDistance)
+ {
+ c->geometricError = distance - data.maxDistance - data.tolerance;
+ c->maxImpulse = 0;
+ }
+ else if (enforceMin && distance < data.minDistance)
+ {
+ c->geometricError = distance - data.minDistance + data.tolerance;
+ c->minImpulse = 0;
+ }
+
+ return 1;
+ }
+}//namespace
+
+}
+
+//~PX_SERIALIZATION