| 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_CONTACT_MODIFY_CALLBACK |
| 15 | #define PX_CONTACT_MODIFY_CALLBACK |
| 16 | /** \addtogroup physics |
| 17 | @{ |
| 18 | */ |
| 19 | |
| 20 | #include "PxPhysXConfig.h" |
| 21 | #include "PxShape.h" |
| 22 | #include "PxContact.h" |
| 23 | #include "foundation/PxTransform.h" |
| 24 | |
| 25 | |
| 26 | #ifndef PX_DOXYGEN |
| 27 | namespace physx |
| 28 | { |
| 29 | #endif |
| 30 | |
| 31 | class PxShape; |
| 32 | |
| 33 | /** |
| 34 | \brief An array of contact points, as passed to contact modification. |
| 35 | |
| 36 | The word 'set' in the name does not imply that duplicates are filtered in any |
| 37 | way. This initial set of contacts does potentially get reduced to a smaller |
| 38 | set before being passed to the solver. |
| 39 | |
| 40 | You can use the accessors to read and write contact properties. The number of |
| 41 | contacts is immutable, other than being able to disable contacts using ignore(). |
| 42 | |
| 43 | @see PxContactModifyCallback, PxModifiableContact |
| 44 | */ |
| 45 | class PxContactSet |
| 46 | { |
| 47 | public: |
| 48 | /** |
| 49 | \brief Get the position of a specific contact point in the set. |
| 50 | |
| 51 | The contact points could be on the surface of either shape and there are currently no guarantees provided upon which shape the points lie. |
| 52 | |
| 53 | @see PxModifiableContact.point |
| 54 | */ |
| 55 | PX_FORCE_INLINE const PxVec3& getPoint(PxU32 i) const { return mContacts[i].contact; } |
| 56 | |
| 57 | /** |
| 58 | \brief Alter the position of a specific contact point in the set. |
| 59 | |
| 60 | @see PxModifiableContact.point |
| 61 | */ |
| 62 | PX_FORCE_INLINE void setPoint(PxU32 i, const PxVec3& p) |
| 63 | { |
| 64 | mContacts[i].contact = p; |
| 65 | } |
| 66 | |
| 67 | /** |
| 68 | \brief Get the contact normal of a specific contact point in the set. |
| 69 | |
| 70 | The contact normal points from the second shape to the first shape. |
| 71 | |
| 72 | @see PxModifiableContact.normal |
| 73 | */ |
| 74 | PX_FORCE_INLINE const PxVec3& getNormal(PxU32 i) const { return mContacts[i].normal; } |
| 75 | |
| 76 | /** |
| 77 | \brief Alter the contact normal of a specific contact point in the set. |
| 78 | |
| 79 | \note Changing the normal can cause contact points to be ignored. |
| 80 | \note This must be a normalized vector. |
| 81 | |
| 82 | @see PxModifiableContact.normal |
| 83 | */ |
| 84 | PX_FORCE_INLINE void setNormal(PxU32 i, const PxVec3& n) |
| 85 | { |
| 86 | mContacts[i].normal = n; |
| 87 | } |
| 88 | |
| 89 | /** |
| 90 | \brief Get the separation of a specific contact point in the set. |
| 91 | |
| 92 | This value can be either positive or negative. A negative value denotes penetration whereas a positive value denotes separation. |
| 93 | |
| 94 | @see PxModifiableContact.separation |
| 95 | */ |
| 96 | PX_FORCE_INLINE PxReal getSeparation(PxU32 i) const { return mContacts[i].separation; } |
| 97 | |
| 98 | /** |
| 99 | \brief Alter the separation of a specific contact point in the set. |
| 100 | |
| 101 | @see PxModifiableContact.separation |
| 102 | */ |
| 103 | PX_FORCE_INLINE void setSeparation(PxU32 i, PxReal s) |
| 104 | { |
| 105 | mContacts[i].separation = s; |
| 106 | } |
| 107 | |
| 108 | /** |
| 109 | \brief Get the target velocity of a specific contact point in the set. |
| 110 | |
| 111 | @see PxModifiableContact.targetVelocity |
| 112 | |
| 113 | */ |
| 114 | PX_FORCE_INLINE const PxVec3& getTargetVelocity(PxU32 i) const { return mContacts[i].targetVel; } |
| 115 | |
| 116 | /** |
| 117 | \brief Alter the target velocity of a specific contact point in the set. |
| 118 | |
| 119 | The user-defined target velocity is used to complement the normal and frictional response to a contact. The actual response to a contact depends on |
| 120 | the relative velocity, bounce threshold, mass properties and material properties. |
| 121 | |
| 122 | The user-defined property should be defined as a relative velocity in the space (v0 - v1), where v0 is actor[0]'s velocity and v1 is actor[1]'s velocity. |
| 123 | |
| 124 | \note Target velocity can be set in any direction and is independent of the contact normal. Any component of the target velocity that projects onto the contact normal |
| 125 | will affect normal response and may cause the bodies to either suck into each-other or separate. Any component of the target velocity that does not project onto the contact |
| 126 | normal will affect the friction response. Target velocities tangential to the contact normal can be an effective way of replicating effects like a conveyor belt. |
| 127 | |
| 128 | @see PxModifiableContact.targetVelocity |
| 129 | */ |
| 130 | PX_FORCE_INLINE void setTargetVelocity(PxU32 i, const PxVec3& v) |
| 131 | { |
| 132 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 133 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 134 | header->flags |= PxContactHeader::eHAS_TARGET_VELOCITY; |
| 135 | mContacts[i].targetVel = v; |
| 136 | } |
| 137 | |
| 138 | /** |
| 139 | \brief Get the face index with respect to the first shape of the pair for a specific contact point in the set. |
| 140 | |
| 141 | @see PxModifiableContact.internalFaceIndex0 |
| 142 | */ |
| 143 | PX_FORCE_INLINE PxU32 getInternalFaceIndex0(PxU32 i) { return mContacts[i].internalFaceIndex0; } |
| 144 | |
| 145 | /** |
| 146 | \brief Get the face index with respect to the second shape of the pair for a specific contact point in the set. |
| 147 | |
| 148 | @see PxModifiableContact.internalFaceIndex1 |
| 149 | */ |
| 150 | PX_FORCE_INLINE PxU32 getInternalFaceIndex1(PxU32 i) { return mContacts[i].internalFaceIndex1; } |
| 151 | |
| 152 | /** |
| 153 | \brief Get the maximum impulse for a specific contact point in the set. |
| 154 | |
| 155 | The value of maxImpulse is a real value in the range [0, PX_MAX_F32]. A value of 0 will disable the contact. The applied impulse will be clamped such that it |
| 156 | cannot exceed the max impulse. |
| 157 | |
| 158 | @see PxModifiableContact.maxImpulse |
| 159 | */ |
| 160 | PX_FORCE_INLINE PxReal getMaxImpulse(PxU32 i) const { return mContacts[i].maxImpulse; } |
| 161 | |
| 162 | /** |
| 163 | \brief Alter the maximum impulse for a specific contact point in the set. |
| 164 | |
| 165 | \note Must be nonnegative. If set to zero, the contact point will be ignored, otherwise the impulse applied inside the solver will be clamped such that it cannot |
| 166 | exceed this value. |
| 167 | |
| 168 | @see PxModifiableContact.maxImpulse |
| 169 | */ |
| 170 | PX_FORCE_INLINE void setMaxImpulse(PxU32 i, PxReal s) |
| 171 | { |
| 172 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 173 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 174 | header->flags |= PxContactHeader::eHAS_MAX_IMPULSE; |
| 175 | mContacts[i].maxImpulse = s; |
| 176 | } |
| 177 | |
| 178 | /** |
| 179 | \brief Ignore the contact point. |
| 180 | |
| 181 | If a contact point is ignored then no force will get applied at this point. This can be used to disable collision in certain areas of a shape, for example. |
| 182 | */ |
| 183 | PX_FORCE_INLINE void ignore(PxU32 i) { mContacts[i].maxImpulse = 0.f; } |
| 184 | |
| 185 | /** |
| 186 | \brief The number of contact points in the set. |
| 187 | */ |
| 188 | PX_FORCE_INLINE PxU32 size() const { return mCount; } |
| 189 | |
| 190 | /** |
| 191 | \brief Returns the invMassScale of body 0 |
| 192 | |
| 193 | The scale is defaulted to 1.0, meaning that the body's true mass will be used. |
| 194 | */ |
| 195 | PX_FORCE_INLINE PxReal getInvMassScale0() const |
| 196 | { |
| 197 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 198 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 199 | return header->invMassScale0; |
| 200 | } |
| 201 | |
| 202 | /** |
| 203 | \brief Returns the invMassScale of body 1 |
| 204 | |
| 205 | The scale is defaulted to 1.0, meaning that the body's true mass will be used. |
| 206 | */ |
| 207 | PX_FORCE_INLINE PxReal getInvMassScale1() const |
| 208 | { |
| 209 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 210 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 211 | return header->invMassScale1; |
| 212 | } |
| 213 | |
| 214 | /** |
| 215 | \brief Returns the invInertiaScale of body 0 |
| 216 | |
| 217 | The scale is defaulted to 1.0, meaning that the body's true invInertia will be used. |
| 218 | */ |
| 219 | PX_FORCE_INLINE PxReal getInvInertiaScale0() const |
| 220 | { |
| 221 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 222 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 223 | return header->invInertiaScale0; |
| 224 | } |
| 225 | |
| 226 | /** |
| 227 | \brief Returns the invInertiaScale of body 1 |
| 228 | |
| 229 | The scale is defaulted to 1.0, meaning that the body's true invInertia will be used. |
| 230 | */ |
| 231 | PX_FORCE_INLINE PxReal getInvInertiaScale1() const |
| 232 | { |
| 233 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 234 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 235 | return header->invInertiaScale1; |
| 236 | } |
| 237 | |
| 238 | /** |
| 239 | \brief Sets the invMassScale of body 0 |
| 240 | |
| 241 | This can be set to any value in the range [0, PX_MAX_F32). A value < 1.0 makes this contact treat the body as if it had larger mass. A value of 0.f makes this contact |
| 242 | treat the body as if it had infinite mass. Any value > 1.f makes this contact treat the body as if it had smaller mass. |
| 243 | */ |
| 244 | PX_FORCE_INLINE void setInvMassScale0(const PxReal scale) |
| 245 | { |
| 246 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 247 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 248 | header->invMassScale0 = scale; |
| 249 | header->flags |= PxContactHeader::eHAS_MODIFIED_MASS_RATIOS; |
| 250 | } |
| 251 | |
| 252 | /** |
| 253 | \brief Sets the invMassScale of body 1 |
| 254 | |
| 255 | This can be set to any value in the range [0, PX_MAX_F32). A value < 1.0 makes this contact treat the body as if it had larger mass. A value of 0.f makes this contact |
| 256 | treat the body as if it had infinite mass. Any value > 1.f makes this contact treat the body as if it had smaller mass. |
| 257 | */ |
| 258 | PX_FORCE_INLINE void setInvMassScale1(const PxReal scale) |
| 259 | { |
| 260 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 261 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 262 | header->invMassScale1 = scale; |
| 263 | header->flags |= PxContactHeader::eHAS_MODIFIED_MASS_RATIOS; |
| 264 | } |
| 265 | |
| 266 | /** |
| 267 | \brief Sets the invInertiaScale of body 0 |
| 268 | |
| 269 | This can be set to any value in the range [0, PX_MAX_F32). A value < 1.0 makes this contact treat the body as if it had larger inertia. A value of 0.f makes this contact |
| 270 | treat the body as if it had infinite inertia. Any value > 1.f makes this contact treat the body as if it had smaller inertia. |
| 271 | */ |
| 272 | PX_FORCE_INLINE void setInvInertiaScale0(const PxReal scale) |
| 273 | { |
| 274 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 275 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 276 | header->invInertiaScale0 = scale; |
| 277 | header->flags |= PxContactHeader::eHAS_MODIFIED_MASS_RATIOS; |
| 278 | } |
| 279 | |
| 280 | /** |
| 281 | \brief Sets the invInertiaScale of body 1 |
| 282 | |
| 283 | This can be set to any value in the range [0, PX_MAX_F32). A value < 1.0 makes this contact treat the body as if it had larger inertia. A value of 0.f makes this contact |
| 284 | treat the body as if it had infinite inertia. Any value > 1.f makes this contact treat the body as if it had smaller inertia. |
| 285 | */ |
| 286 | PX_FORCE_INLINE void setInvInertiaScale1(const PxReal scale) |
| 287 | { |
| 288 | const size_t = sizeof(PxModifyContactHeader) + sizeof(PxContactPatchBase); |
| 289 | PxModifyContactHeader* = reinterpret_cast<PxModifyContactHeader*>(reinterpret_cast<PxU8*>(mContacts) - headerOffset); |
| 290 | header->invInertiaScale1 = scale; |
| 291 | header->flags |= PxContactHeader::eHAS_MODIFIED_MASS_RATIOS; |
| 292 | } |
| 293 | |
| 294 | protected: |
| 295 | PxU32 mCount; //!< Number of contact points in the set |
| 296 | PxModifiableContact* mContacts; //!< The contact points of the set |
| 297 | }; |
| 298 | |
| 299 | |
| 300 | |
| 301 | /** |
| 302 | \brief An array of instances of this class is passed to PxContactModifyCallback::onContactModify(). |
| 303 | |
| 304 | @see PxContactModifyCallback |
| 305 | */ |
| 306 | |
| 307 | class PxContactModifyPair |
| 308 | { |
| 309 | public: |
| 310 | |
| 311 | /** |
| 312 | \brief The actors which make up the pair in contact. |
| 313 | |
| 314 | Note that these are the actors as seen by the simulation, and may have been deleted since the simulation step started. |
| 315 | */ |
| 316 | |
| 317 | const PxRigidActor* actor[2]; |
| 318 | /** |
| 319 | \brief The shapes which make up the pair in contact. |
| 320 | |
| 321 | Note that these are the shapes as seen by the simulation, and may have been deleted since the simulation step started. |
| 322 | */ |
| 323 | |
| 324 | const PxShape* shape[2]; |
| 325 | |
| 326 | /** |
| 327 | \brief The shape to world transforms of the two shapes. |
| 328 | |
| 329 | These are the transforms as the simulation engine sees them, and may have been modified by the application |
| 330 | since the simulation step started. |
| 331 | |
| 332 | */ |
| 333 | |
| 334 | PxTransform transform[2]; |
| 335 | |
| 336 | /** |
| 337 | \brief An array of contact points between these two shapes. |
| 338 | */ |
| 339 | |
| 340 | PxContactSet contacts; |
| 341 | }; |
| 342 | |
| 343 | |
| 344 | /** |
| 345 | \brief An interface class that the user can implement in order to modify contact constraints. |
| 346 | |
| 347 | <b>Threading:</b> It is <b>necessary</b> to make this class thread safe as it will be called in the context of the |
| 348 | simulation thread. It might also be necessary to make it reentrant, since some calls can be made by multi-threaded |
| 349 | parts of the physics engine. |
| 350 | |
| 351 | You can enable the use of this contact modification callback by raising the flag PxPairFlag::eMODIFY_CONTACTS in |
| 352 | the filter shader/callback (see #PxSimulationFilterShader) for a pair of rigid body objects. |
| 353 | |
| 354 | Please note: |
| 355 | + Raising the contact modification flag will not wake the actors up automatically. |
| 356 | + It is not possible to turn off the performance degradation by simply removing the callback from the scene, the |
| 357 | filter shader/callback has to be used to clear the contact modification flag. |
| 358 | + The contacts will only be reported as long as the actors are awake. There will be no callbacks while the actors are sleeping. |
| 359 | |
| 360 | @see PxScene.setContactModifyCallback() PxScene.getContactModifyCallback() |
| 361 | */ |
| 362 | class PxContactModifyCallback |
| 363 | { |
| 364 | public: |
| 365 | |
| 366 | /** |
| 367 | \brief Passes modifiable arrays of contacts to the application. |
| 368 | |
| 369 | The initial contacts are as determined fresh each frame by collision detection. |
| 370 | |
| 371 | The number of contacts can not be changed, so you cannot add your own contacts. You may however |
| 372 | disable contacts using PxContactSet::ignore(). |
| 373 | |
| 374 | @see PxContactModifyPair |
| 375 | */ |
| 376 | virtual void onContactModify(PxContactModifyPair* const pairs, PxU32 count) = 0; |
| 377 | |
| 378 | protected: |
| 379 | virtual ~PxContactModifyCallback(){} |
| 380 | }; |
| 381 | |
| 382 | /** |
| 383 | \brief An interface class that the user can implement in order to modify CCD contact constraints. |
| 384 | |
| 385 | <b>Threading:</b> It is <b>necessary</b> to make this class thread safe as it will be called in the context of the |
| 386 | simulation thread. It might also be necessary to make it reentrant, since some calls can be made by multi-threaded |
| 387 | parts of the physics engine. |
| 388 | |
| 389 | You can enable the use of this contact modification callback by raising the flag PxPairFlag::eMODIFY_CONTACTS in |
| 390 | the filter shader/callback (see #PxSimulationFilterShader) for a pair of rigid body objects. |
| 391 | |
| 392 | Please note: |
| 393 | + Raising the contact modification flag will not wake the actors up automatically. |
| 394 | + It is not possible to turn off the performance degradation by simply removing the callback from the scene, the |
| 395 | filter shader/callback has to be used to clear the contact modification flag. |
| 396 | + The contacts will only be reported as long as the actors are awake. There will be no callbacks while the actors are sleeping. |
| 397 | |
| 398 | @see PxScene.setContactModifyCallback() PxScene.getContactModifyCallback() |
| 399 | */ |
| 400 | class PxCCDContactModifyCallback |
| 401 | { |
| 402 | public: |
| 403 | |
| 404 | /** |
| 405 | \brief Passes modifiable arrays of contacts to the application. |
| 406 | |
| 407 | The initial contacts are as determined fresh each frame by collision detection. |
| 408 | |
| 409 | The number of contacts can not be changed, so you cannot add your own contacts. You may however |
| 410 | disable contacts using PxContactSet::ignore(). |
| 411 | |
| 412 | @see PxContactModifyPair |
| 413 | */ |
| 414 | virtual void onCCDContactModify(PxContactModifyPair* const pairs, PxU32 count) = 0; |
| 415 | |
| 416 | protected: |
| 417 | virtual ~PxCCDContactModifyCallback(){} |
| 418 | }; |
| 419 | |
| 420 | |
| 421 | #ifndef PX_DOXYGEN |
| 422 | } // namespace physx |
| 423 | #endif |
| 424 | |
| 425 | /** @} */ |
| 426 | #endif |
| 427 | |