// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // 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. #ifndef PXV_DYNAMICS_H #define PXV_DYNAMICS_H #include "foundation/PxVec3.h" #include "foundation/PxQuat.h" #include "foundation/PxTransform.h" #include "foundation/PxSimpleTypes.h" #include "PsIntrinsics.h" #include "PxRigidDynamic.h" namespace physx { /*! \file Dynamics interface. */ /************************************************************************/ /* Atoms */ /************************************************************************/ class PxsContext; class PxsRigidBody; class PxShape; class PxGeometry; struct PxsShapeCore; struct PxsRigidCore { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== PxsRigidCore() : mFlags(0), mIdtBody2Actor(0), solverIterationCounts(0) {} PxsRigidCore(const PxEMPTY) : mFlags(PxEmpty) {} PX_ALIGN_PREFIX(16) PxTransform body2World PX_ALIGN_SUFFIX(16); PxRigidBodyFlags mFlags; // API body flags PxU8 mIdtBody2Actor; // PT: true if PxsBodyCore::body2Actor is identity PxU16 solverIterationCounts; //vel iters are in low word and pos iters in high word. PX_FORCE_INLINE PxU32 isKinematic() const { return mFlags & PxRigidBodyFlag::eKINEMATIC; } PX_FORCE_INLINE PxU32 hasCCD() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD; } PX_FORCE_INLINE PxU32 hasCCDFriction() const { return mFlags & PxRigidBodyFlag::eENABLE_CCD_FRICTION; } }; PX_COMPILE_TIME_ASSERT(sizeof(PxsRigidCore) == 32); struct PxsBodyCore: public PxsRigidCore { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== PxsBodyCore() : PxsRigidCore() {} PxsBodyCore(const PxEMPTY) : PxsRigidCore(PxEmpty) {} PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return body2Actor; } PX_FORCE_INLINE void setBody2Actor(const PxTransform& t) { mIdtBody2Actor = PxU8(t.p.isZero() && t.q.isIdentity()); body2Actor = t; } protected: PxTransform body2Actor; public: PxReal ccdAdvanceCoefficient; //64 PxVec3 linearVelocity; PxReal maxPenBias; PxVec3 angularVelocity; PxReal contactReportThreshold; //96 PxReal maxAngularVelocitySq; PxReal maxLinearVelocitySq; PxReal linearDamping; PxReal angularDamping; //112 PxVec3 inverseInertia; PxReal inverseMass; //128 PxReal maxContactImpulse; PxReal sleepThreshold; PxReal freezeThreshold; PxReal wakeCounter; //144 this is authoritative wakeCounter PxReal solverWakeCounter; //this is calculated by the solver when it performs sleepCheck. It is committed to wakeCounter in ScAfterIntegrationTask if the body is still awake. PxU32 numCountedInteractions; PxU32 numBodyInteractions; //Used by adaptive force to keep track of the total number of body interactions PxU16 isFastMoving; //This could be a single bit but it's a u32 at the moment for simplicity's sake PxRigidDynamicLockFlags lockFlags; //160 This could be a u8 but it is a u32 for simplicity's sake. All fits into 16 byte alignment PX_FORCE_INLINE bool shouldCreateContactReports() const { const PxU32* binary = reinterpret_cast(&contactReportThreshold); return *binary != 0x7f7fffff; // PX_MAX_REAL } }; PX_COMPILE_TIME_ASSERT(sizeof(PxsBodyCore) == 160); } #endif