aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h
blob: 8cb07e844e42734021b9270d8443074f0525d9c1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
//
// 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.  


#ifndef PXV_DYNAMICS_H
#define PXV_DYNAMICS_H

#include "foundation/PxVec3.h"
#include "foundation/PxQuat.h"
#include "foundation/PxTransform.h"
#include "foundation/PxSimpleTypes.h"
#include "PsIntrinsics.h"
#include "PxRigidDynamic.h"

namespace physx
{

/*!
\file
Dynamics interface.
*/

/************************************************************************/
/* Atoms                                                                */
/************************************************************************/

class PxsContext;
class PxsRigidBody;
class PxShape;
class PxGeometry;
struct PxsShapeCore;


struct PxsRigidCore
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format.  See comments for 
// PX_BINARY_SERIAL_VERSION.  If a modification is required, please adjust the getBinaryMetaData 
// function.  If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================

	PxsRigidCore() : mFlags(0), mIdtBody2Actor(0), solverIterationCounts(0)	{}
	PxsRigidCore(const PxEMPTY) : mFlags(PxEmpty)							{}

	PX_ALIGN_PREFIX(16)
	PxTransform			body2World PX_ALIGN_SUFFIX(16);
	PxRigidBodyFlags	mFlags;					// API body flags
	PxU8				mIdtBody2Actor;			// PT: true if PxsBodyCore::body2Actor is identity
	PxU16				solverIterationCounts;	//vel iters are in low word and pos iters in high word.

	PX_FORCE_INLINE	PxU32 isKinematic() const
	{
		return mFlags & PxRigidBodyFlag::eKINEMATIC;
	}

	PX_FORCE_INLINE PxU32 hasCCD() const
	{
		return mFlags & PxRigidBodyFlag::eENABLE_CCD;
	}

	PX_FORCE_INLINE	PxU32 hasCCDFriction() const
	{
		return mFlags & PxRigidBodyFlag::eENABLE_CCD_FRICTION;
	}
};
PX_COMPILE_TIME_ASSERT(sizeof(PxsRigidCore) == 32);


struct PxsBodyCore: public PxsRigidCore
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format.  See comments for 
// PX_BINARY_SERIAL_VERSION.  If a modification is required, please adjust the getBinaryMetaData 
// function.  If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================

	PxsBodyCore() : PxsRigidCore()							{}
	PxsBodyCore(const PxEMPTY) : PxsRigidCore(PxEmpty)		{}

	PX_FORCE_INLINE	const PxTransform& getBody2Actor()	const	{ return body2Actor;	}
	PX_FORCE_INLINE	void setBody2Actor(const PxTransform& t)
	{
		mIdtBody2Actor = PxU8(t.p.isZero() && t.q.isIdentity());

		body2Actor = t;
	}
	protected:
	PxTransform				body2Actor;
	public:
	PxReal					ccdAdvanceCoefficient;		//64

	PxVec3					linearVelocity;
	PxReal					maxPenBias;

	PxVec3					angularVelocity;
	PxReal					contactReportThreshold;		//96
    
	PxReal					maxAngularVelocitySq;
	PxReal					maxLinearVelocitySq;
	PxReal					linearDamping;
	PxReal					angularDamping;				//112

	PxVec3					inverseInertia;
	PxReal					inverseMass;				//128
	
	PxReal					maxContactImpulse;			
	PxReal					sleepThreshold;				   
	PxReal					freezeThreshold;			
	PxReal					wakeCounter;				//144 this is authoritative wakeCounter

	PxReal					solverWakeCounter;			//this is calculated by the solver when it performs sleepCheck. It is committed to wakeCounter in ScAfterIntegrationTask if the body is still awake.
	PxU32					numCountedInteractions;
	PxU32					numBodyInteractions;		//Used by adaptive force to keep track of the total number of body interactions
	PxU16					isFastMoving;				//This could be a single bit but it's a u32 at the moment for simplicity's sake
	PxRigidDynamicLockFlags	lockFlags;					//160 This could be a u8 but it is a u32 for simplicity's sake. All fits into 16 byte alignment

	PX_FORCE_INLINE	bool	shouldCreateContactReports()	const
	{
		const PxU32* binary = reinterpret_cast<const PxU32*>(&contactReportThreshold);
		return *binary != 0x7f7fffff;	// PX_MAX_REAL
	}
};

PX_COMPILE_TIME_ASSERT(sizeof(PxsBodyCore) == 160);


}

#endif