// 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. #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