// 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) 2008-2018 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 "TestMotionGenerator.h" //----------------------------------------------------------------------------// MotionGenerator::MotionGenerator() : mLinear(0.0f), mAngular(0.0f), mTransform(PxTransform(PxIdentity)) { } //----------------------------------------------------------------------------// MotionGenerator::MotionGenerator(const PxTransform &pose, const PxVec3& linear, const PxVec3& angular) : mLinear(linear), mAngular(angular), mTransform(pose) { } //----------------------------------------------------------------------------// PxVec3 MotionGenerator::getLinearVelocity( float time ) { float t = time - (int(time) & ~0xf); const float scale = 0.25f * PxPi; if(t > 0 && t < 2) return -scale * sinf(t * 0.5f * PxPi) * mLinear; if(t > 8 && t < 10) return +scale * sinf(t * 0.5f * PxPi) * mLinear; return PxVec3(0.0f); } //----------------------------------------------------------------------------// PxVec3 MotionGenerator::getAngularVelocity( float time ) { float t = time - (int(time) & ~0xf); if(t > 4 && t < 6) return +PxPi * mAngular; if(t > 12 && t < 14) return -PxPi * mAngular; return PxVec3(0.0f); } static PxQuat computeQuatFromAngularVelocity(const PxVec3 &omega) { PxReal angle = omega.magnitude(); if (angle < 1e-5f) { return PxQuat(PxIdentity); } else { PxReal s = sin( 0.5f * angle ) / angle; PxReal x = omega[0] * s; PxReal y = omega[1] * s; PxReal z = omega[2] * s; PxReal w = cos( 0.5f * angle ); return PxQuat(x,y,z,w); } } //----------------------------------------------------------------------------// const PxTransform& MotionGenerator::update(float time, float dt) { PxVec3 dw = dt * getAngularVelocity(time); PxQuat dq = computeQuatFromAngularVelocity(dw); mTransform.q = (dq * mTransform.q).getNormalized(); mTransform.p += dt * getLinearVelocity(time); return mTransform; }