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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. #ifndef PX_SIMSTATEDATA #define PX_SIMSTATEDATA #include "foundation/PxMemory.h" #include "ScBodyCore.h" namespace physx { namespace Sc { struct Kinematic : public KinematicTransform { // The following members buffer the original body data to restore them when switching back to dynamic body // (for kinematics the corresponding LowLevel properties are set to predefined values) PxVec3 backupInverseInertia; // The inverse of the body space inertia tensor PxReal backupInvMass; // The inverse of the body mass PxReal backupLinearDamping; // The velocity is scaled by (1.0f - this * dt) inside integrateVelocity() every substep. PxReal backupAngularDamping; PxReal backupMaxAngVelSq; // The angular velocity's magnitude is clamped to this maximum value. PxReal backupMaxLinVelSq; // The angular velocity's magnitude is clamped to this maximum value }; PX_COMPILE_TIME_ASSERT(0 == (sizeof(Kinematic) & 0x0f)); // Important: Struct is reset in setForcesToDefaults. enum VelocityModFlags { VMF_GRAVITY_DIRTY = (1 << 0), VMF_ACC_DIRTY = (1 << 1), VMF_VEL_DIRTY = (1 << 2) }; struct VelocityMod { PxVec3 linearPerSec; // A request to change the linear velocity by this much each second. The velocity is changed by this * dt inside integrateVelocity(). PxU8 flags; PxU8 pad0[3]; PxVec3 angularPerSec; PxU8 pad1[3]; PxU8 type; PxVec3 linearPerStep; // A request to change the linear velocity by this much the next step. The velocity is changed inside updateForces(). PxU32 pad2; PxVec3 angularPerStep; PxU32 pad3; PX_FORCE_INLINE void clear() { linearPerSec = angularPerSec = linearPerStep = angularPerStep = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getLinearVelModPerSec() const { return linearPerSec; } PX_FORCE_INLINE void accumulateLinearVelModPerSec(const PxVec3& v) { linearPerSec += v; } PX_FORCE_INLINE void clearLinearVelModPerSec() { linearPerSec = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getLinearVelModPerStep() const { return linearPerStep; } PX_FORCE_INLINE void accumulateLinearVelModPerStep(const PxVec3& v) { linearPerStep += v; } PX_FORCE_INLINE void clearLinearVelModPerStep() { linearPerStep = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getAngularVelModPerSec() const { return angularPerSec; } PX_FORCE_INLINE void accumulateAngularVelModPerSec(const PxVec3& v) { angularPerSec += v; } PX_FORCE_INLINE void clearAngularVelModPerSec() { angularPerSec = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getAngularVelModPerStep() const { return angularPerStep; } PX_FORCE_INLINE void accumulateAngularVelModPerStep(const PxVec3& v) { angularPerStep += v; } PX_FORCE_INLINE void clearAngularVelModPerStep() { angularPerStep = PxVec3(0.0f); } PX_FORCE_INLINE void notifyAddAcceleration() { flags |= VMF_ACC_DIRTY; } PX_FORCE_INLINE void notifyClearAcceleration() { flags |= VMF_ACC_DIRTY; } PX_FORCE_INLINE void notifyAddVelocity() { flags |= VMF_VEL_DIRTY; } PX_FORCE_INLINE void notifyClearVelocity() { flags |= VMF_VEL_DIRTY; } }; PX_COMPILE_TIME_ASSERT(sizeof(VelocityMod) == sizeof(Kinematic)); // Structure to store data for kinematics (target pose etc.) // note: we do not delete this object for kinematics even if no target is set. struct SimStateData : public Ps::UserAllocated // TODO: may want to optimize the allocation of this further. { PxU8 data[sizeof(Kinematic)]; enum Enum { eVelMod=0, eKine }; SimStateData(){} SimStateData(const PxU8 type) { PxMemZero(data, sizeof(Kinematic)); Kinematic* kine = reinterpret_cast(data); kine->type = type; } PX_FORCE_INLINE PxU32 getType() const { const Kinematic* kine = reinterpret_cast(data); return kine->type;} PX_FORCE_INLINE bool isKine() const {return eKine == getType();} PX_FORCE_INLINE bool isVelMod() const {return eVelMod == getType();} Kinematic* getKinematicData() { Kinematic* kine = reinterpret_cast(data); PX_ASSERT(eKine == kine->type); return kine;} VelocityMod* getVelocityModData() { VelocityMod* velmod = reinterpret_cast(data); PX_ASSERT(eVelMod == velmod->type); return velmod;} const Kinematic* getKinematicData() const { const Kinematic* kine = reinterpret_cast(data); PX_ASSERT(eKine == kine->type); return kine;} const VelocityMod* getVelocityModData() const { const VelocityMod* velmod = reinterpret_cast(data); PX_ASSERT(eVelMod == velmod->type); return velmod;} }; } // namespace Sc } // namespace physx #endif //PX_SIMSTATEDATA