// // 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. #include "CmUtils.h" #include "DySolverBody.h" #include "PxsRigidBody.h" #include "PxvDynamics.h" namespace physx { namespace Dy { //This method returns values of 0 when the inertia is 0. This is a bit of a hack but allows us to //represent kinematic objects' velocities in our new format PX_FORCE_INLINE PxVec3 computeSafeSqrtInertia(const PxVec3& v) { return PxVec3(v.x == 0.f ? 0.f : PxSqrt(v.x), v.y == 0.f ? 0.f : PxSqrt(v.y), v.z == 0.f ? 0.f : PxSqrt(v.z)); } void copyToSolverBodyData(const PxVec3& linearVelocity, const PxVec3& angularVelocity, const PxReal invMass, const PxVec3& invInertia, const PxTransform& globalPose, const PxReal maxDepenetrationVelocity, const PxReal maxContactImpulse, const PxU32 nodeIndex, const PxReal reportThreshold, PxSolverBodyData& data, PxU32 lockFlags) { data.nodeIndex = nodeIndex; PxVec3 safeSqrtInvInertia = computeSafeSqrtInertia(invInertia); PxMat33 rotation(globalPose.q); Cm::transformInertiaTensor(safeSqrtInvInertia, rotation, data.sqrtInvInertia); // Copy simple properties data.linearVelocity = linearVelocity; data.angularVelocity = angularVelocity; if (lockFlags) { if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X) data.linearVelocity.x = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y) data.linearVelocity.y = 0.f; if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z) data.linearVelocity.z = 0.f; //KS - technically, we can zero the inertia columns and produce stiffer constraints. However, this can cause numerical issues with the //joint solver, which is fixed by disabling joint preprocessing and setting minResponseThreshold to some reasonable value > 0. However, until //this is handled automatically, it's probably better not to zero these inertia rows if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X) { data.angularVelocity.x = 0.f; //data.sqrtInvInertia.column0 = PxVec3(0.f); } if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y) { data.angularVelocity.y = 0.f; //data.sqrtInvInertia.column1 = PxVec3(0.f); } if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z) { data.angularVelocity.z = 0.f; //data.sqrtInvInertia.column2 = PxVec3(0.f); } } PX_ASSERT(linearVelocity.isFinite()); PX_ASSERT(angularVelocity.isFinite()); data.invMass = invMass; data.penBiasClamp = maxDepenetrationVelocity; data.maxContactImpulse = maxContactImpulse; data.body2World = globalPose; data.lockFlags = lockFlags; data.reportThreshold = reportThreshold; } } }