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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_ARTICULATION_SIM #define PX_PHYSICS_ARTICULATION_SIM #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "DyArticulation.h" #include "ScArticulationCore.h" #include "PxsSimpleIslandManager.h" namespace physx { namespace Dy { class Articulation; } class PxsTransformCache; class PxsSimulationController; namespace Cm { class SpatialVector; template class BitMapBase; typedef BitMapBase BitMap; } namespace Bp { class BoundsArray; } namespace Sc { class BodySim; class ArticulationJointSim; class ArticulationCore; class Scene; class ArticulationSim : public Ps::UserAllocated { public: ArticulationSim(ArticulationCore& core, Scene& scene, BodyCore& root); ~ArticulationSim(); PX_INLINE Dy::Articulation* getLowLevelArticulation() const { return mLLArticulation; } PX_INLINE ArticulationCore& getCore() const { return mCore; } void addBody(BodySim& body, BodySim* parent, ArticulationJointSim* joint); void removeBody(BodySim &sim); Dy::ArticulationLinkHandle getLinkHandle(BodySim& body) const; void checkResize() const; // resize LL memory if necessary void debugCheckWakeCounterOfLinks(PxReal wakeCounter) const; void debugCheckSleepStateOfLinks(bool isSleeping) const; bool isSleeping() const; void internalWakeUp(PxReal wakeCounter); // called when sim sets sleep timer void sleepCheck(PxReal dt); PxU32 getCCDLinks(BodySim** sims); void updateCached(Cm::BitMapPinned* shapehapeChangedMap); void updateContactDistance(PxReal* contactDistance, const PxReal dt, Bp::BoundsArray& boundsArray); // temporary, to make sure link handles are set in island detection. This should be done on insertion, // but when links are inserted into the scene they don't know about the articulation so for the // moment we fix it up at sim start void fixupHandles(); void setActive(const bool b, const PxU32 infoFlag=0); void updateForces(PxReal dt, bool simUsesAdaptiveForce); void saveLastCCDTransform(); // drive cache implementation // ArticulationDriveCache* createDriveCache(PxReal compliance, PxU32 driveIterations) const; void updateDriveCache(ArticulationDriveCache& cache, PxReal compliance, PxU32 driveIterations) const; void releaseDriveCache(ArticulationDriveCache& cache) const; void applyImpulse(BodyCore& link, const ArticulationDriveCache& driveCache, const PxVec3& force, const PxVec3& torque); void computeImpulseResponse(BodyCore& link, PxVec3& linearResponse, PxVec3& angularResponse, const ArticulationDriveCache& driveCache, const PxVec3& force, const PxVec3& torque) const; PX_FORCE_INLINE IG::NodeIndex getIslandNodeIndex() const { return mIslandNodeIndex; } private: ArticulationSim& operator=(const ArticulationSim&); PxU32 findBodyIndex(BodySim &body) const; Dy::Articulation* mLLArticulation; Scene& mScene; ArticulationCore& mCore; Ps::Array mLinks; Ps::Array mBodies; Ps::Array mJoints; IG::NodeIndex mIslandNodeIndex; // DS: looks slightly fishy, but reallocating/relocating the LL memory for the articulation // really is supposed to leave it behaviorally equivalent, and so we can reasonably make // all this stuff mutable and checkResize const mutable Dy::ArticulationSolverDesc mSolverData; // persistent state of the articulation for warm-starting joint load computation mutable Ps::Array mInternalLoads; mutable Ps::Array mExternalLoads; // persistent data used during the solve that can be released at frame end mutable Ps::Array mPose; mutable Ps::Array mMotionVelocity; // saved here in solver mutable Ps::Array mFsDataBytes; // drive cache creation (which is const) can force a resize mutable Ps::Array mScratchMemory; // drive cache creation (which is const) can force a resize mutable Ps::Array mAcceleration; mutable bool mUpdateSolverData; }; } // namespace Sc } #endif