// // 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 PXS_BODYATOM_H #define PXS_BODYATOM_H #include "PxcRigidBody.h" #include "PxvDynamics.h" namespace physx { class PxsRigidBody : public PxcRigidBody { public: PX_FORCE_INLINE PxsRigidBody(PxsBodyCore* core) : PxcRigidBody(core) { } PX_FORCE_INLINE ~PxsRigidBody() {} PX_FORCE_INLINE const PxTransform& getPose() const { PX_ASSERT(mCore->body2World.isSane()); return mCore->body2World; } //PX_FORCE_INLINE const Cm::SpatialVector& getAccelerationV() const { return mAcceleration; } //PX_FORCE_INLINE void setAccelerationV(const Cm::SpatialVector& v) { mAcceleration = v; } PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { PX_ASSERT(mCore->linearVelocity.isFinite()); return mCore->linearVelocity; } PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { PX_ASSERT(mCore->angularVelocity.isFinite()); return mCore->angularVelocity; } PX_FORCE_INLINE void setVelocity(const PxVec3& linear, const PxVec3& angular) { PX_ASSERT(linear.isFinite()); PX_ASSERT(angular.isFinite()); mCore->linearVelocity = linear; mCore->angularVelocity = angular; } PX_FORCE_INLINE void setLinearVelocity(const PxVec3& linear) { PX_ASSERT(linear.isFinite()); mCore->linearVelocity = linear; } PX_FORCE_INLINE void setAngularVelocity(const PxVec3& angular) { PX_ASSERT(angular.isFinite()); mCore->angularVelocity = angular; } PX_FORCE_INLINE void constrainLinearVelocity(); PX_FORCE_INLINE void constrainAngularVelocity(); PX_FORCE_INLINE PxU32 getIterationCounts() { return mCore->solverIterationCounts; } PX_FORCE_INLINE PxReal getReportThreshold() const { return mCore->contactReportThreshold; } // AP newccd todo: merge into get both velocities, compute inverse transform once, precompute mLastTransform.getInverse() PX_FORCE_INLINE PxVec3 getLinearMotionVelocity(PxReal invDt) const { // delta(t0(x))=t1(x) // delta(t0(t0`(x)))=t1(t0`(x)) // delta(x)=t1(t0`(x)) PxVec3 deltaP = mCore->body2World.p - getLastCCDTransform().p; return deltaP * invDt; } PX_FORCE_INLINE PxVec3 getAngularMotionVelocity(PxReal invDt) const { PxQuat deltaQ = mCore->body2World.q * getLastCCDTransform().q.getConjugate(); PxVec3 axis; PxReal angle; deltaQ.toRadiansAndUnitAxis(angle, axis); return axis * angle * invDt; } PX_FORCE_INLINE PxVec3 getLinearMotionVelocity(PxReal dt, const PxsBodyCore* PX_RESTRICT bodyCore) const { // delta(t0(x))=t1(x) // delta(t0(t0`(x)))=t1(t0`(x)) // delta(x)=t1(t0`(x)) PxVec3 deltaP = bodyCore->body2World.p - getLastCCDTransform().p; return deltaP * 1.0f / dt; } PX_FORCE_INLINE PxVec3 getAngularMotionVelocity(PxReal dt, const PxsBodyCore* PX_RESTRICT bodyCore) const { PxQuat deltaQ = bodyCore->body2World.q * getLastCCDTransform().q.getConjugate(); PxVec3 axis; PxReal angle; deltaQ.toRadiansAndUnitAxis(angle, axis); return axis * angle * 1.0f/dt; } PX_FORCE_INLINE const PxTransform& getLastCCDTransform() const { return mLastTransform;} PX_FORCE_INLINE void saveLastCCDTransform() { mLastTransform = mCore->body2World; } PX_FORCE_INLINE bool isKinematic() const { return (mCore->inverseMass == 0.0f); } PX_FORCE_INLINE void setPose(const PxTransform& pose) { mCore->body2World = pose; } PX_FORCE_INLINE void setPosition(const PxVec3& position) { mCore->body2World.p = position; } PX_FORCE_INLINE PxReal getInvMass() const { return mCore->inverseMass; } PX_FORCE_INLINE PxVec3 getInvInertia() const { return mCore->inverseInertia; } PX_FORCE_INLINE PxReal getMass() const { return 1.0f/mCore->inverseMass; } PX_FORCE_INLINE PxVec3 getInertia() const { return PxVec3(1.0f/mCore->inverseInertia.x, 1.0f/mCore->inverseInertia.y, 1.0f/mCore->inverseInertia.z); } PX_FORCE_INLINE PxsBodyCore& getCore() { return *mCore; } PX_FORCE_INLINE const PxsBodyCore& getCore() const { return *mCore; } PX_FORCE_INLINE PxU32 isActivateThisFrame() const { return PxU32(mInternalFlags & eACTIVATE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isDeactivateThisFrame() const { return PxU32(mInternalFlags & eDEACTIVATE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isFreezeThisFrame() const { return PxU32(mInternalFlags & eFREEZE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isUnfreezeThisFrame() const { return PxU32(mInternalFlags & eUNFREEZE_THIS_FRAME); } PX_FORCE_INLINE void clearFreezeFlag() { mInternalFlags &= ~eFREEZE_THIS_FRAME; } PX_FORCE_INLINE void clearUnfreezeFlag() { mInternalFlags &= ~eUNFREEZE_THIS_FRAME; } PX_FORCE_INLINE void clearAllFrameFlags() { mInternalFlags &= (eFROZEN | eDISABLE_GRAVITY); } void advanceToToi(PxReal toi, PxReal dt, bool clip); void advancePrevPoseToToi(PxReal toi); PxTransform getAdvancedTransform(PxReal toi) const; Cm::SpatialVector getPreSolverVelocities() const; }; void PxsRigidBody::constrainLinearVelocity() { const PxU32 lockFlags = mCore->lockFlags; if (lockFlags) { if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X) mCore->linearVelocity.x = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y) mCore->linearVelocity.y = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z) mCore->linearVelocity.z = 0.f; } } void PxsRigidBody::constrainAngularVelocity() { const PxU32 lockFlags = mCore->lockFlags; if (lockFlags) { if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X) mCore->angularVelocity.x = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y) mCore->angularVelocity.y = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z) mCore->angularVelocity.z = 0.f; } } } #endif