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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/SimulationController/src/ScArticulationSim.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/Source/SimulationController/src/ScArticulationSim.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScArticulationSim.h | 181 |
1 files changed, 181 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScArticulationSim.h b/PhysX_3.4/Source/SimulationController/src/ScArticulationSim.h new file mode 100644 index 00000000..a86de4f1 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScArticulationSim.h @@ -0,0 +1,181 @@ +// 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_ARTICULATION_SIM +#define PX_PHYSICS_ARTICULATION_SIM + + +#include "PsUserAllocated.h" +#include "CmPhysXCommon.h" +#include "DyArticulation.h" +#include "ScArticulationCore.h" +#include "PxsSimpleIslandManager.h" + +namespace physx +{ + +namespace Dy +{ + class Articulation; +} + +class PxsTransformCache; +class PxsSimulationController; + +namespace Cm +{ + class SpatialVector; + template <class Allocator> class BitMapBase; + typedef BitMapBase<Ps::NonTrackingAllocator> BitMap; +} + +namespace Bp +{ + class BoundsArray; +} + +namespace Sc +{ + + class BodySim; + class ArticulationJointSim; + class ArticulationCore; + class Scene; + + class ArticulationSim : public Ps::UserAllocated + { + public: + ArticulationSim(ArticulationCore& core, + Scene& scene, + BodyCore& root); + + ~ArticulationSim(); + + PX_INLINE Dy::Articulation* getLowLevelArticulation() const { return mLLArticulation; } + PX_INLINE ArticulationCore& getCore() const { return mCore; } + + void addBody(BodySim& body, + BodySim* parent, + ArticulationJointSim* joint); + void removeBody(BodySim &sim); + + Dy::ArticulationLinkHandle getLinkHandle(BodySim& body) const; + + void checkResize() const; // resize LL memory if necessary + + void debugCheckWakeCounterOfLinks(PxReal wakeCounter) const; + void debugCheckSleepStateOfLinks(bool isSleeping) const; + + bool isSleeping() const; + void internalWakeUp(PxReal wakeCounter); // called when sim sets sleep timer + void sleepCheck(PxReal dt); + PxU32 getCCDLinks(BodySim** sims); + void updateCached(Cm::BitMapPinned* shapehapeChangedMap); + void updateContactDistance(PxReal* contactDistance, const PxReal dt, Bp::BoundsArray& boundsArray); + + + // temporary, to make sure link handles are set in island detection. This should be done on insertion, + // but when links are inserted into the scene they don't know about the articulation so for the + // moment we fix it up at sim start + + void fixupHandles(); + + void setActive(const bool b, const PxU32 infoFlag=0); + + void updateForces(PxReal dt, bool simUsesAdaptiveForce); + void saveLastCCDTransform(); + + // drive cache implementation + // + ArticulationDriveCache* + createDriveCache(PxReal compliance, + PxU32 driveIterations) const; + + void updateDriveCache(ArticulationDriveCache& cache, + PxReal compliance, + PxU32 driveIterations) const; + + void releaseDriveCache(ArticulationDriveCache& cache) const; + + void applyImpulse(BodyCore& link, + const ArticulationDriveCache& driveCache, + const PxVec3& force, + const PxVec3& torque); + + void computeImpulseResponse(BodyCore& link, + PxVec3& linearResponse, + PxVec3& angularResponse, + const ArticulationDriveCache& driveCache, + const PxVec3& force, + const PxVec3& torque) const; + + PX_FORCE_INLINE IG::NodeIndex getIslandNodeIndex() const { return mIslandNodeIndex; } + + + private: + ArticulationSim& operator=(const ArticulationSim&); + PxU32 findBodyIndex(BodySim &body) const; + + + Dy::Articulation* mLLArticulation; + Scene& mScene; + ArticulationCore& mCore; + Ps::Array<Dy::ArticulationLink> mLinks; + Ps::Array<BodySim*> mBodies; + Ps::Array<ArticulationJointSim*> mJoints; + IG::NodeIndex mIslandNodeIndex; + + + // DS: looks slightly fishy, but reallocating/relocating the LL memory for the articulation + // really is supposed to leave it behaviorally equivalent, and so we can reasonably make + // all this stuff mutable and checkResize const + + mutable Dy::ArticulationSolverDesc mSolverData; + + // persistent state of the articulation for warm-starting joint load computation + mutable Ps::Array<Ps::aos::Mat33V> mInternalLoads; + mutable Ps::Array<Ps::aos::Mat33V> mExternalLoads; + + // persistent data used during the solve that can be released at frame end + + mutable Ps::Array<PxTransform> mPose; + mutable Ps::Array<Cm::SpatialVectorV> mMotionVelocity; // saved here in solver + mutable Ps::Array<char> mFsDataBytes; // drive cache creation (which is const) can force a resize + mutable Ps::Array<char> mScratchMemory; // drive cache creation (which is const) can force a resize + mutable Ps::Array<Cm::SpatialVector> mAcceleration; + + mutable bool mUpdateSolverData; + }; + +} // namespace Sc + +} + +#endif |