// // 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 "foundation/PxSimpleTypes.h" #include "ExtDistanceJoint.h" namespace physx { namespace Ext { PxU32 DistanceJointSolverPrep(Px1DConstraint* constraints, PxVec3& body0WorldOffset, PxU32 maxConstraints, PxConstraintInvMassScale &invMassScale, const void* constantBlock, const PxTransform& bA2w, const PxTransform& bB2w) { PX_UNUSED(maxConstraints); const DistanceJointData& data = *reinterpret_cast(constantBlock); invMassScale = data.invMassScale; PxTransform cA2w = bA2w.transform(data.c2b[0]); PxTransform cB2w = bB2w.transform(data.c2b[1]); body0WorldOffset = cB2w.p - bA2w.p; PxVec3 direction = cA2w.p - cB2w.p; PxReal distance = direction.normalize(); bool enforceMax = (data.jointFlags & PxDistanceJointFlag::eMAX_DISTANCE_ENABLED); bool enforceMin = (data.jointFlags & PxDistanceJointFlag::eMIN_DISTANCE_ENABLED); if((!enforceMax || distance<=data.maxDistance) && (!enforceMin || distance>=data.minDistance)) return 0; #define EPS_REAL 1.192092896e-07F if (distance < EPS_REAL) direction = PxVec3(1.f,0,0); Px1DConstraint *c = constraints; // constraint is breakable, so we need to output forces c->flags = Px1DConstraintFlag::eOUTPUT_FORCE; c->linear0 = direction; c->angular0 = (cA2w.p - bA2w.p).cross(c->linear0); c->linear1 = direction; c->angular1 = (cB2w.p - bB2w.p).cross(c->linear1); if (data.jointFlags & PxDistanceJointFlag::eSPRING_ENABLED) { c->flags |= Px1DConstraintFlag::eSPRING; c->mods.spring.stiffness= data.stiffness; c->mods.spring.damping = data.damping; } //add tolerance so we don't have contact-style jitter problem. if (data.minDistance == data.maxDistance && enforceMin && enforceMax) { PxReal error = distance - data.maxDistance; c->geometricError = error > data.tolerance ? error - data.tolerance : error < -data.tolerance ? error + data.tolerance : 0; } else if (enforceMax && distance > data.maxDistance) { c->geometricError = distance - data.maxDistance - data.tolerance; c->maxImpulse = 0; } else if (enforceMin && distance < data.minDistance) { c->geometricError = distance - data.minDistance + data.tolerance; c->minImpulse = 0; } return 1; } }//namespace } //~PX_SERIALIZATION