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 | |