// 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) 2008-2017 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