| 1 | /* |
| 2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
| 3 | * |
| 4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
| 5 | * and proprietary rights in and to this software, related documentation |
| 6 | * and any modifications thereto. Any use, reproduction, disclosure or |
| 7 | * distribution of this software and related documentation without an express |
| 8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
| 9 | */ |
| 10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 12 | |
| 13 | |
| 14 | #ifndef PX_PHYSICS_NX_ARTICULATION |
| 15 | #define PX_PHYSICS_NX_ARTICULATION |
| 16 | /** \addtogroup physics |
| 17 | @{ */ |
| 18 | |
| 19 | #include "PxPhysXConfig.h" |
| 20 | #include "common/PxBase.h" |
| 21 | |
| 22 | #ifndef PX_DOXYGEN |
| 23 | namespace physx |
| 24 | { |
| 25 | #endif |
| 26 | |
| 27 | class PxArticulationLink; |
| 28 | |
| 29 | /** |
| 30 | \brief Articulation drive cache |
| 31 | |
| 32 | This cache is used for making one or more impulse applications to the articulation. |
| 33 | |
| 34 | @see PxArticulation PxArticulation.createDriveCache |
| 35 | */ |
| 36 | class PxArticulationDriveCache |
| 37 | { |
| 38 | protected: |
| 39 | PxArticulationDriveCache(); |
| 40 | }; |
| 41 | |
| 42 | /** |
| 43 | \brief a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver |
| 44 | |
| 45 | Articulations are more expensive to simulate than the equivalent collection of |
| 46 | PxRigidDynamic and PxJoint structures, but because the dynamics solver treats |
| 47 | each articulation as a single object, they are much less prone to separation and |
| 48 | have better support for actuation. |
| 49 | |
| 50 | @see PxArticulationJoint PxArticulationLink PxPhysics.createArticulation |
| 51 | */ |
| 52 | class PxArticulation : public PxBase |
| 53 | { |
| 54 | public: |
| 55 | /** |
| 56 | \brief Deletes the articulation. |
| 57 | |
| 58 | Do not keep a reference to the deleted instance. |
| 59 | |
| 60 | @see PxPhysics.createArticulation() |
| 61 | */ |
| 62 | virtual void release() = 0; |
| 63 | |
| 64 | /** |
| 65 | \brief Retrieves the scene which this articulation belongs to. |
| 66 | |
| 67 | \return Owner Scene. NULL if not part of a scene. |
| 68 | |
| 69 | @see PxScene |
| 70 | */ |
| 71 | virtual PxScene* getScene() const = 0; |
| 72 | |
| 73 | |
| 74 | /** |
| 75 | \brief sets maxProjectionIterations. |
| 76 | |
| 77 | This is the maximum number of iterations to run projection on the articulation to bring |
| 78 | the links back together if the separation tolerance is exceeded. |
| 79 | |
| 80 | |
| 81 | \param[in] iterations the maximum number of projection iterations |
| 82 | <b>Default:</b> 4 |
| 83 | |
| 84 | @see getMaxProjectionIterations() |
| 85 | */ |
| 86 | virtual void setMaxProjectionIterations(PxU32 iterations) = 0; |
| 87 | |
| 88 | /** |
| 89 | \brief gets maxProjectionIterations. |
| 90 | |
| 91 | \return the maximum number of projection iterations |
| 92 | |
| 93 | @see setMaxProjectionIterations() |
| 94 | */ |
| 95 | |
| 96 | virtual PxU32 getMaxProjectionIterations() const = 0; |
| 97 | |
| 98 | /** |
| 99 | \brief sets separationTolerance. |
| 100 | |
| 101 | This is the maximum allowed separation of any joint in the articulation before projection is used |
| 102 | |
| 103 | <b>Default: 0.1f, scaled by the tolerance scale </b> |
| 104 | |
| 105 | \param[in] tolerance the separation tolerance for the articulation |
| 106 | |
| 107 | @see getSeparationTolerance() |
| 108 | */ |
| 109 | virtual void setSeparationTolerance(PxReal tolerance) = 0; |
| 110 | |
| 111 | /** |
| 112 | \brief gets separationTolerance. |
| 113 | |
| 114 | \return the separation tolerance |
| 115 | |
| 116 | @see setSeparationTolerance() |
| 117 | */ |
| 118 | |
| 119 | virtual PxReal getSeparationTolerance() const = 0; |
| 120 | |
| 121 | |
| 122 | /** |
| 123 | \brief sets the number of iterations used to compute the drive response to internal forces |
| 124 | |
| 125 | The drive model uses an iterative algorithm to determine the load on each joint of the articulation. |
| 126 | This is the number of iterations to use when computing response of the drive to internal forces. |
| 127 | |
| 128 | \param[in] iterations the number of iterations used to compute the drive response to internal forces. |
| 129 | |
| 130 | <b>Default:</b> 4 |
| 131 | |
| 132 | @see getInternalDriveIterations() |
| 133 | */ |
| 134 | virtual void setInternalDriveIterations(PxU32 iterations) = 0; |
| 135 | |
| 136 | /** |
| 137 | \brief gets internal driveIterations. |
| 138 | |
| 139 | \return the number of iterations used to compute the drive response to internal forces |
| 140 | |
| 141 | @see setInternalDriveIterations() |
| 142 | */ |
| 143 | |
| 144 | virtual PxU32 getInternalDriveIterations() const = 0; |
| 145 | |
| 146 | |
| 147 | /** |
| 148 | \brief sets the number of iterations for drive response to external forces. |
| 149 | |
| 150 | The drive model uses an iterative algorithm to determine the load on each joint of the articulation. |
| 151 | This is the number of iterations to use when computing response of the drive to external forces. |
| 152 | |
| 153 | \param[in] iterations the number of iterations used to compute the drive response to external forces. |
| 154 | |
| 155 | <b>Default:</b> 4 |
| 156 | |
| 157 | @see getExternalDriveIterations() |
| 158 | */ |
| 159 | |
| 160 | virtual void setExternalDriveIterations(PxU32 iterations) = 0; |
| 161 | |
| 162 | /** |
| 163 | \brief gets externalDriveIterations. |
| 164 | |
| 165 | \return the number of iterations used to compute the drive response to external forces |
| 166 | |
| 167 | @see setExternalDriveIterations() |
| 168 | */ |
| 169 | |
| 170 | virtual PxU32 getExternalDriveIterations() const = 0; |
| 171 | |
| 172 | |
| 173 | |
| 174 | /** |
| 175 | \brief Sets the solver iteration counts for the articulation. |
| 176 | |
| 177 | The solver iteration count determines how accurately joints and contacts are resolved. |
| 178 | If you are having trouble with jointed bodies oscillating and behaving erratically, then |
| 179 | setting a higher position iteration count may improve their stability. |
| 180 | |
| 181 | If intersecting bodies are being depenetrated too violently, increase the number of velocity |
| 182 | iterations. More velocity iterations will drive the relative exit velocity of the intersecting |
| 183 | objects closer to the correct value given the restitution. |
| 184 | |
| 185 | \param[in] minPositionIters Number of position iterations the solver should perform for this articulation. <b>Range:</b> [1,255] |
| 186 | \param[in] minVelocityIters Number of velocity iterations the solver should perform for this articulation. <b>Range:</b> [1,255] |
| 187 | |
| 188 | @see getSolverIterationCounts() |
| 189 | */ |
| 190 | virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters = 1) = 0; |
| 191 | |
| 192 | /** |
| 193 | \brief Retrieves the solver iteration counts. |
| 194 | |
| 195 | @see setSolverIterationCounts() |
| 196 | */ |
| 197 | virtual void getSolverIterationCounts(PxU32 & minPositionIters, PxU32 & minVelocityIters) const = 0; |
| 198 | |
| 199 | /** |
| 200 | \brief Returns true if this articulation is sleeping. |
| 201 | |
| 202 | When an actor does not move for a period of time, it is no longer simulated in order to save time. This state |
| 203 | is called sleeping. However, because the object automatically wakes up when it is either touched by an awake object, |
| 204 | or a sleep-affecting property is changed by the user, the entire sleep mechanism should be transparent to the user. |
| 205 | |
| 206 | An articulation can only go to sleep if all links are ready for sleeping. An articulation is guaranteed to be awake |
| 207 | if at least one of the following holds: |
| 208 | |
| 209 | \li The wake counter is positive (see #setWakeCounter()). |
| 210 | \li The linear or angular velocity of any link is non-zero. |
| 211 | \li A non-zero force or torque has been applied to the articulation or any of its links. |
| 212 | |
| 213 | If an articulation is sleeping, the following state is guaranteed: |
| 214 | |
| 215 | \li The wake counter is zero. |
| 216 | \li The linear and angular velocity of all links is zero. |
| 217 | \li There is no force update pending. |
| 218 | |
| 219 | When an articulation gets inserted into a scene, it will be considered asleep if all the points above hold, else it will |
| 220 | be treated as awake. |
| 221 | |
| 222 | If an articulation is asleep after the call to PxScene::fetchResults() returns, it is guaranteed that the poses of the |
| 223 | links were not changed. You can use this information to avoid updating the transforms of associated of dependent objects. |
| 224 | |
| 225 | \note It is invalid to use this method if the articulation has not been added to a scene already. |
| 226 | |
| 227 | \return True if the articulation is sleeping. |
| 228 | |
| 229 | @see isSleeping() wakeUp() putToSleep() getSleepThreshold() |
| 230 | */ |
| 231 | virtual bool isSleeping() const = 0; |
| 232 | |
| 233 | /** |
| 234 | \brief Sets the mass-normalized energy threshold below which an articulation may go to sleep. |
| 235 | |
| 236 | The articulation will sleep if the energy of each body is below this threshold. |
| 237 | |
| 238 | \param[in] threshold Energy below which an actor may go to sleep. <b>Range:</b> [0, PX_MAX_F32) |
| 239 | |
| 240 | @see isSleeping() getSleepThreshold() wakeUp() putToSleep() |
| 241 | */ |
| 242 | virtual void setSleepThreshold(PxReal threshold) = 0; |
| 243 | |
| 244 | /** |
| 245 | \brief Returns the mass-normalized energy below which an articulation may go to sleep. |
| 246 | |
| 247 | \return The energy threshold for sleeping. |
| 248 | |
| 249 | @see isSleeping() wakeUp() putToSleep() setSleepThreshold() |
| 250 | */ |
| 251 | virtual PxReal getSleepThreshold() const = 0; |
| 252 | |
| 253 | /** |
| 254 | \brief Sets the mass-normalized kinetic energy threshold below which an articulation may participate in stabilization. |
| 255 | |
| 256 | Articulation whose kinetic energy divided by their mass is above this threshold will not participate in stabilization. |
| 257 | |
| 258 | This value has no effect if PxSceneFlag::eENABLE_STABILIZATION was not enabled on the PxSceneDesc. |
| 259 | |
| 260 | <b>Default:</b> 0.01 * PxTolerancesScale::speed * PxTolerancesScale::speed |
| 261 | |
| 262 | \param[in] threshold Energy below which an actor may participate in stabilization. <b>Range:</b> (0,inf] |
| 263 | |
| 264 | @see getStabilizationThreshold() PxSceneFlag::eENABLE_STABILIZATION |
| 265 | */ |
| 266 | virtual void setStabilizationThreshold(PxReal threshold) = 0; |
| 267 | |
| 268 | /** |
| 269 | \brief Returns the mass-normalized kinetic energy below which an articulation may participate in stabilization. |
| 270 | |
| 271 | Articulations whose kinetic energy divided by their mass is above this threshold will not participate in stabilization. |
| 272 | |
| 273 | \return The energy threshold for participating in stabilization. |
| 274 | |
| 275 | @see setStabilizationThreshold() PxSceneFlag::eENABLE_STABILIZATION |
| 276 | */ |
| 277 | virtual PxReal getStabilizationThreshold() const = 0; |
| 278 | |
| 279 | /** |
| 280 | \brief Sets the wake counter for the articulation. |
| 281 | |
| 282 | The wake counter value determines the minimum amount of time until the articulation can be put to sleep. Please note |
| 283 | that an articulation will not be put to sleep if the energy is above the specified threshold (see #setSleepThreshold()) |
| 284 | or if other awake objects are touching it. |
| 285 | |
| 286 | \note Passing in a positive value will wake the articulation up automatically. |
| 287 | |
| 288 | <b>Default:</b> 0.4 (which corresponds to 20 frames for a time step of 0.02) |
| 289 | |
| 290 | \param[in] wakeCounterValue Wake counter value. <b>Range:</b> [0, PX_MAX_F32) |
| 291 | |
| 292 | @see isSleeping() getWakeCounter() |
| 293 | */ |
| 294 | virtual void setWakeCounter(PxReal wakeCounterValue) = 0; |
| 295 | |
| 296 | /** |
| 297 | \brief Returns the wake counter of the articulation. |
| 298 | |
| 299 | \return The wake counter of the articulation. |
| 300 | |
| 301 | @see isSleeping() setWakeCounter() |
| 302 | */ |
| 303 | virtual PxReal getWakeCounter() const = 0; |
| 304 | |
| 305 | /** |
| 306 | \brief Wakes up the articulation if it is sleeping. |
| 307 | |
| 308 | The articulation will get woken up and might cause other touching objects to wake up as well during the next simulation step. |
| 309 | |
| 310 | \note This will set the wake counter of the articulation to the value specified in #PxSceneDesc::wakeCounterResetValue. |
| 311 | |
| 312 | \note It is invalid to use this method if the articulation has not been added to a scene already. |
| 313 | |
| 314 | @see isSleeping() putToSleep() |
| 315 | */ |
| 316 | virtual void wakeUp() = 0; |
| 317 | |
| 318 | /** |
| 319 | \brief Forces the articulation to sleep. |
| 320 | |
| 321 | The articulation will stay asleep during the next simulation step if not touched by another non-sleeping actor. |
| 322 | |
| 323 | \note This will set any applied force, the velocity and the wake counter of all bodies in the articulation to zero. |
| 324 | |
| 325 | \note It is invalid to use this method if the articulation has not been added to a scene already. |
| 326 | |
| 327 | @see isSleeping() wakeUp() |
| 328 | */ |
| 329 | virtual void putToSleep() = 0; |
| 330 | |
| 331 | /** |
| 332 | \brief adds a link to the articulation with default attribute values. |
| 333 | |
| 334 | \param[in] parent the parent link of the articulation. Should be NULL if (and only if) this is the root link |
| 335 | \param[in] pose the pose of the new link |
| 336 | |
| 337 | \return the new link, or NULL if the link cannot be created because the articulation has reached |
| 338 | its maximum link count |
| 339 | |
| 340 | @see PxArticulationLink |
| 341 | */ |
| 342 | |
| 343 | virtual PxArticulationLink* createLink(PxArticulationLink* parent, const PxTransform& pose) = 0; |
| 344 | |
| 345 | |
| 346 | /** |
| 347 | \brief returns the number of links in the articulation |
| 348 | */ |
| 349 | |
| 350 | virtual PxU32 getNbLinks() const = 0; |
| 351 | |
| 352 | /** |
| 353 | \brief returns the set of links in the articulation |
| 354 | |
| 355 | \param[in] userBuffer buffer into which to write an array of articulation link pointers |
| 356 | \param[in] bufferSize the size of the buffer. If this is not large enough to contain all the pointers to links, |
| 357 | only as many as will fit are written. |
| 358 | |
| 359 | \return the number of links written into the buffer. |
| 360 | |
| 361 | @see PxsArticulationLink |
| 362 | */ |
| 363 | |
| 364 | virtual PxU32 getLinks(PxArticulationLink** userBuffer, PxU32 bufferSize) const = 0; |
| 365 | |
| 366 | /** |
| 367 | \brief Sets a name string for the object that can be retrieved with getName(). |
| 368 | |
| 369 | This is for debugging and is not used by the SDK. The string is not copied by the SDK, |
| 370 | only the pointer is stored. |
| 371 | |
| 372 | \param[in] name String to set the objects name to. |
| 373 | |
| 374 | @see getName() |
| 375 | */ |
| 376 | virtual void setName(const char* name) = 0; |
| 377 | |
| 378 | /** |
| 379 | \brief Retrieves the name string set with setName(). |
| 380 | |
| 381 | \return Name string associated with object. |
| 382 | |
| 383 | @see setName() |
| 384 | */ |
| 385 | virtual const char* getName() const = 0; |
| 386 | |
| 387 | /** |
| 388 | \brief Retrieves the axis aligned bounding box enclosing the articulation. |
| 389 | |
| 390 | \param[in] inflation Scale factor for computed world bounds. Box extents are multiplied by this value. |
| 391 | |
| 392 | \return The articulation's bounding box. |
| 393 | |
| 394 | @see PxBounds3 |
| 395 | */ |
| 396 | virtual PxBounds3 getWorldBounds(float inflation=1.01f) const = 0; |
| 397 | |
| 398 | /** |
| 399 | \brief Retrieves the aggregate the articulation might be a part of. |
| 400 | |
| 401 | \return The aggregate the articulation is a part of, or NULL if the articulation does not belong to an aggregate. |
| 402 | |
| 403 | @see PxAggregate |
| 404 | */ |
| 405 | virtual PxAggregate* getAggregate() const = 0; |
| 406 | |
| 407 | /** |
| 408 | \brief create a drive cache for applying impulses which are propagated to the entire articulation |
| 409 | |
| 410 | \param[in] compliance the compliance value to use at all joints of the articulation. This is equivalent to the external compliance |
| 411 | parameter for articulation joints, as the impulse is treated as an external force |
| 412 | \param[in] driveIterations the number of iterations to use to evaluate the drive strengths |
| 413 | |
| 414 | \return a drive cache |
| 415 | |
| 416 | @see PxArticulationDriveCache updateDriveCache releaseDriveCache applyImpulse computeImpulseResponse |
| 417 | |
| 418 | \note this call may only be made on articulations that are in a scene, and may not be made during simulation |
| 419 | |
| 420 | */ |
| 421 | virtual PxArticulationDriveCache* |
| 422 | createDriveCache(PxReal compliance, PxU32 driveIterations) const = 0; |
| 423 | |
| 424 | |
| 425 | /** |
| 426 | \brief update a drive cache |
| 427 | |
| 428 | \param[in] driveCache the drive cache to update |
| 429 | \param[in] compliance the compliance value to use at all joints of the articulation. |
| 430 | \param[in] driveIterations the number of iterations to use to evaluate the drive strengths |
| 431 | |
| 432 | \return a drive cache |
| 433 | |
| 434 | @see releaseDriveCache createDriveCache applyImpulse computeImpulseResponse |
| 435 | |
| 436 | \note this call may only be made on articulations that are in a scene, and may not be made during simulation |
| 437 | |
| 438 | */ |
| 439 | virtual void updateDriveCache(PxArticulationDriveCache& driveCache, |
| 440 | PxReal compliance, |
| 441 | PxU32 driveIterations) const = 0; |
| 442 | |
| 443 | /** |
| 444 | \brief release a drive cache |
| 445 | |
| 446 | \param[in] driveCache the drive cache to release |
| 447 | |
| 448 | @see createDriveCache updateDriveCache |
| 449 | */ |
| 450 | virtual void releaseDriveCache(PxArticulationDriveCache& driveCache) const = 0; |
| 451 | |
| 452 | /** |
| 453 | \brief apply an impulse to an entire articulation |
| 454 | |
| 455 | \param[in] link the link to which to apply the impulse |
| 456 | \param[in] driveCache the drive cache |
| 457 | \param[in] linearImpulse the linear impulse to apply |
| 458 | \param[in] angularImpulse the angular impulse to apply |
| 459 | |
| 460 | @see computeImpulseResponse |
| 461 | |
| 462 | \note this call may only be made on articulations that are in a scene, and may not be made during simulation |
| 463 | |
| 464 | */ |
| 465 | virtual void applyImpulse(PxArticulationLink* link, |
| 466 | const PxArticulationDriveCache& driveCache, |
| 467 | const PxVec3& linearImpulse, |
| 468 | const PxVec3& angularImpulse) = 0; |
| 469 | |
| 470 | /** |
| 471 | \brief determine the effect of applying an impulse to an entire articulation, without applying the impulse |
| 472 | |
| 473 | \param[in] link the link to which to apply the impulse |
| 474 | \param[out] linearResponse the change in linear velocity of the articulation link |
| 475 | \param[out] angularResponse the change in angular velocity of the articulation link |
| 476 | \param[in] driveCache the drive cache |
| 477 | \param[in] linearImpulse the linear impulse to apply |
| 478 | \param[in] angularImpulse the angular impulse to apply |
| 479 | |
| 480 | @see applyImpulse |
| 481 | |
| 482 | This call will wake up the articulation if it is asleep. |
| 483 | |
| 484 | \note this call may only be made on articulations that are in a scene, and may not be made during simulation |
| 485 | */ |
| 486 | |
| 487 | virtual void computeImpulseResponse(PxArticulationLink*link, |
| 488 | PxVec3& linearResponse, |
| 489 | PxVec3& angularResponse, |
| 490 | const PxArticulationDriveCache& driveCache, |
| 491 | const PxVec3& linearImpulse, |
| 492 | const PxVec3& angularImpulse) const = 0; |
| 493 | |
| 494 | |
| 495 | //public variables: |
| 496 | void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object. |
| 497 | |
| 498 | virtual const char* getConcreteTypeName() const { return "PxArticulation" ; } |
| 499 | |
| 500 | protected: |
| 501 | PX_INLINE PxArticulation(PxType concreteType, PxBaseFlags baseFlags) : PxBase(concreteType, baseFlags) {} |
| 502 | PX_INLINE PxArticulation(PxBaseFlags baseFlags) : PxBase(baseFlags) {} |
| 503 | virtual ~PxArticulation() {} |
| 504 | virtual bool isKindOf(const char* name) const { return !strcmp("PxArticulation" , name) || PxBase::isKindOf(name); } |
| 505 | |
| 506 | |
| 507 | }; |
| 508 | |
| 509 | #ifndef PX_DOXYGEN |
| 510 | } // namespace physx |
| 511 | #endif |
| 512 | |
| 513 | /** @} */ |
| 514 | #endif |
| 515 | |