// 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 "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; } } }