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//
// 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 "SamplePreprocessor.h"
#include "KinematicPlatform.h"
#include "RendererMemoryMacros.h"
#include "PxScene.h"
#include "PxSceneLock.h"
#include "PxRigidDynamic.h"
#include "PxTkMatrixUtils.h"
PlatformState::PlatformState() :
mCurrentTime (0.0f),
mCurrentRotationTime(0.0f),
mFlip (false)
{
mPrevPose = PxTransform(PxIdentity);
}
KinematicPlatform::KinematicPlatform() :
mNbPts (0),
mPts (NULL),
mActor (NULL),
mBoxObstacle (NULL),
mObstacle (INVALID_OBSTACLE_HANDLE),
mTravelTime (0.0f),
mRotationSpeed (0.0f),
mMode (LOOP_FLIP)
{
}
KinematicPlatform::~KinematicPlatform()
{
DELETEARRAY(mPts);
}
void KinematicPlatform::release()
{
delete this;
}
void KinematicPlatform::init(PxU32 nbPts, const PxVec3* pts, const PxTransform& globalPose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal travelTime, PxReal rotationSpeed, LoopMode mode)
{
DELETEARRAY(mPts);
mNbPts = nbPts;
mPts = SAMPLE_NEW(PxVec3Alloc)[nbPts];
PxVec3* dst = mPts;
for(PxU32 i=0;i<nbPts;i++)
dst[i] = globalPose.transform(pts[i]);
mLocalRot = localRot;
mActor = actor;
mTravelTime = travelTime;
mRotationSpeed = rotationSpeed;
mMode = mode;
PX_ASSERT(travelTime>0.0f);
}
void KinematicPlatform::setBoxObstacle(ObstacleHandle handle, const PxBoxObstacle* boxObstacle)
{
mObstacle = handle;
mBoxObstacle = boxObstacle;
}
PxU32 KinematicPlatform::getNbSegments() const
{
return mNbPts - 1;
}
PxReal KinematicPlatform::computeLength() const
{
const PxU32 nbSegments = getNbSegments();
float totalLength = 0.0f;
for(PxU32 i=0;i<nbSegments;i++)
{
const PxU32 a = i % mNbPts;
const PxU32 b = (i+1) % mNbPts;
totalLength += (mPts[b] - mPts[a]).magnitude();
}
return totalLength;
}
bool KinematicPlatform::getPoint(PxVec3& p, PxU32 seg, PxReal t) const
{
const PxU32 a = seg % mNbPts;
const PxU32 b = (seg+1) % mNbPts;
const PxVec3& p0 = mPts[a];
const PxVec3& p1 = mPts[b];
p = (1.0f - t) * p0 + t * p1;
return true;
}
bool KinematicPlatform::getPoint(PxVec3& p, PxReal t) const
{
// ### Not really optimized
const PxReal totalLength = computeLength();
const PxReal coeff = 1.0f / totalLength;
const PxU32 nbSegments = getNbSegments();
PxReal currentLength = 0.0f;
for(PxU32 i=0;i<nbSegments;i++)
{
const PxU32 a = i % mNbPts;
const PxU32 b = (i+1) % mNbPts;
const PxReal length = coeff * (mPts[b] - mPts[a]).magnitude();
if(t>=currentLength && t<=currentLength + length)
{
// Desired point is on current segment
// currentLength maps to 0.0
// currentLength+length maps to 1.0
const PxReal nt = (t-currentLength)/(length);
return getPoint(p, i, nt);
}
currentLength += length;
}
return false;
}
void KinematicPlatform::setT(PxF32 t)
{
if(t<0.0f || t>1.0f)
{
PX_ASSERT(0);
return;
}
const PxF32 curTime = mTravelTime*t;
mPhysicsState.mCurrentTime = curTime;
mRenderState.mCurrentTime = curTime;
}
void KinematicPlatform::updateState(PlatformState& state, PxObstacleContext* obstacleContext, PxReal dtime, bool updateActor) const
{
state.mCurrentTime += dtime;
state.mCurrentRotationTime += dtime;
// Compute current position on the path
PxReal t = state.mCurrentTime/mTravelTime;
if(t>1.0f)
{
if(mMode==LOOP_FLIP)
{
state.mFlip = !state.mFlip;
// Make it loop
state.mCurrentTime = fmodf(state.mCurrentTime, mTravelTime);
t = state.mCurrentTime/mTravelTime;
}
else
{
PX_ASSERT(mMode==LOOP_WRAP);
// state.mCurrentTime = fmodf(state.mCurrentTime, mTravelTime);
t = 1.0f - t;
state.mCurrentTime = t * mTravelTime;
}
}
PxVec3 currentPos;
if(getPoint(currentPos, state.mFlip ? 1.0f - t : t))
{
const PxVec3 wp = currentPos;
PxMat33 rotY;
PxToolkit::setRotX(rotY, state.mCurrentRotationTime*mRotationSpeed);
const PxQuat rotation(rotY);
const PxTransform tr(wp, mLocalRot * rotation);
//PxVec3 delta = wp - state.mPrevPos;
//shdfnd::printFormatted("Kine: %f | %f | %f\n", delta.x, delta.y, delta.z);
state.mPrevPose = tr;
if(updateActor)
{
PxSceneWriteLock scopedLock(*mActor->getScene());
mActor->setKinematicTarget(tr); // *
/*PxVec3 test = mActor->getGlobalPose().p;
test -= tr.p;
shdfnd::printFormatted("%f | %f | %f\n", test.x, test.y, test.z);*/
}
else if(obstacleContext && mBoxObstacle)
{
PxBoxObstacle localBox = *mBoxObstacle;
localBox.mPos.x = wp.x;
localBox.mPos.y = wp.y;
localBox.mPos.z = wp.z;
localBox.mRot = tr.q;
bool status = obstacleContext->updateObstacle(mObstacle, localBox);
PX_ASSERT(status);
PX_UNUSED(status);
}
}
}
void KinematicPlatform::resync()
{
mPhysicsState = mRenderState;
}
///////////////////////////////////////////////////////////////////////////////
KinematicPlatformManager::KinematicPlatformManager() :
mElapsedPlatformTime(0.0f)
{
}
KinematicPlatformManager::~KinematicPlatformManager()
{
}
void KinematicPlatformManager::release()
{
const size_t nbPlatforms = mPlatforms.size();
for(PxU32 i=0;i<nbPlatforms;i++)
mPlatforms[i]->release();
mPlatforms.clear();
}
KinematicPlatform* KinematicPlatformManager::createPlatform(PxU32 nbPts, const PxVec3* pts, const PxTransform& pose, const PxQuat& localRot, PxRigidDynamic* actor, PxReal platformSpeed, PxReal rotationSpeed, LoopMode mode)
{
KinematicPlatform* kine = SAMPLE_NEW(KinematicPlatform);
kine->init(nbPts, pts, pose, localRot, actor, 1.0f, rotationSpeed, mode);
mPlatforms.push_back(kine);
const PxReal pathLength = kine->computeLength();
kine->setTravelTime(pathLength / platformSpeed);
return kine;
}
void KinematicPlatformManager::updatePhysicsPlatforms(float dtime)
{
// PT: keep track of time from the point of view of physics platforms.
// - if we call this each substep using fixed timesteps, it is never exactly in sync with the render time.
// - if we drop substeps because of the "well of despair", it can seriously lag behind the render time.
mElapsedPlatformTime += dtime;
// PT: compute new positions for (physics) platforms, then 'setKinematicTarget' their physics actors to these positions.
const size_t nbPlatforms = mPlatforms.size();
for(PxU32 i=0;i<nbPlatforms;i++)
mPlatforms[i]->updatePhysics(dtime);
}
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