| 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_RIGIDBODY |
| 15 | #define PX_PHYSICS_NX_RIGIDBODY |
| 16 | /** \addtogroup physics |
| 17 | @{ |
| 18 | */ |
| 19 | |
| 20 | #include "PxRigidActor.h" |
| 21 | #include "PxForceMode.h" |
| 22 | |
| 23 | #ifndef PX_DOXYGEN |
| 24 | namespace physx |
| 25 | { |
| 26 | #endif |
| 27 | |
| 28 | |
| 29 | /** |
| 30 | \brief Collection of flags describing the behavior of a rigid body. |
| 31 | |
| 32 | @see PxRigidBody.setRigidBodyFlag(), PxRigidBody.getRigidBodyFlags() |
| 33 | */ |
| 34 | |
| 35 | struct PxRigidBodyFlag |
| 36 | { |
| 37 | enum Enum |
| 38 | { |
| 39 | |
| 40 | /** |
| 41 | \brief Enables kinematic mode for the actor. |
| 42 | |
| 43 | Kinematic actors are special dynamic actors that are not |
| 44 | influenced by forces (such as gravity), and have no momentum. They are considered to have infinite |
| 45 | mass and can be moved around the world using the setKinematicTarget() method. They will push |
| 46 | regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects. |
| 47 | |
| 48 | Kinematic actors are great for moving platforms or characters, where direct motion control is desired. |
| 49 | |
| 50 | You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform |
| 51 | is moving with a relatively low, uniform velocity. |
| 52 | |
| 53 | <b>Sleeping:</b> |
| 54 | \li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0. |
| 55 | \li If this flag gets cleared, the current sleep state of the actor will be kept. |
| 56 | |
| 57 | \note kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD |
| 58 | |
| 59 | @see PxRigidDynamic.setKinematicTarget() |
| 60 | */ |
| 61 | eKINEMATIC = (1<<0), //!< Enable kinematic mode for the body. |
| 62 | |
| 63 | /** |
| 64 | \brief Use the kinematic target transform for scene queries. |
| 65 | |
| 66 | If this flag is raised, then scene queries will treat the kinematic target transform as the current pose |
| 67 | of the body (instead of using the actual pose). Without this flag, the kinematic target will only take |
| 68 | effect with respect to scene queries after a simulation step. |
| 69 | |
| 70 | @see PxRigidDynamic.setKinematicTarget() |
| 71 | */ |
| 72 | eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES = (1<<1), |
| 73 | |
| 74 | /** |
| 75 | \brief Enables swept integration for the actor. |
| 76 | |
| 77 | If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to |
| 78 | high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to |
| 79 | individual interactions. |
| 80 | |
| 81 | \note kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor |
| 82 | |
| 83 | */ |
| 84 | eENABLE_CCD = (1<<2), //!< Enable CCD for the body. |
| 85 | |
| 86 | /** |
| 87 | \brief Enabled CCD in swept integration for the actor. |
| 88 | |
| 89 | If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because |
| 90 | CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior |
| 91 | that is a closer match for previous versions of the SDK. |
| 92 | |
| 93 | \note This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect. |
| 94 | */ |
| 95 | eENABLE_CCD_FRICTION = (1<<3) |
| 96 | }; |
| 97 | }; |
| 98 | |
| 99 | /** |
| 100 | \deprecated |
| 101 | \brief A legacy typedef. PxRigidDynamicFlag has been deprecated in favor of PxRigidBodyFlag. Retained for compatibility with old API only. |
| 102 | |
| 103 | @see PxRigidBodyFlag |
| 104 | */ |
| 105 | |
| 106 | typedef PX_DEPRECATED PxRigidBodyFlag PxRigidDynamicFlag; |
| 107 | |
| 108 | /** |
| 109 | \brief collection of set bits defined in PxRigidBodyFlag. |
| 110 | |
| 111 | @see PxRigidBodyFlag |
| 112 | */ |
| 113 | typedef PxFlags<PxRigidBodyFlag::Enum,PxU8> PxRigidBodyFlags; |
| 114 | PX_FLAGS_OPERATORS(PxRigidBodyFlag::Enum,PxU8) |
| 115 | |
| 116 | /** |
| 117 | \brief collection of set bits defined in PxRigidDynamicFlag. |
| 118 | \deprecated PxRigidDynamicFlag is deprecated. Please use PxRigidBodyFlag |
| 119 | */ |
| 120 | typedef PxFlags<PxRigidDynamicFlag::Enum,PxU8> PxRigidDynamicFlags; |
| 121 | |
| 122 | |
| 123 | /** |
| 124 | \brief PxRigidBody is a base class shared between dynamic rigid body objects. |
| 125 | |
| 126 | @see PxRigidActor |
| 127 | */ |
| 128 | |
| 129 | class PxRigidBody : public PxRigidActor |
| 130 | { |
| 131 | public: |
| 132 | // Runtime modifications |
| 133 | |
| 134 | /************************************************************************************************/ |
| 135 | /** @name Mass Manipulation |
| 136 | */ |
| 137 | |
| 138 | /** |
| 139 | \brief Sets the pose of the center of mass relative to the actor. |
| 140 | |
| 141 | \note Changing this transform will not move the actor in the world! |
| 142 | |
| 143 | \note Setting an unrealistic center of mass which is a long way from the body can make it difficult for |
| 144 | the SDK to solve constraints. Perhaps leading to instability and jittering bodies. |
| 145 | |
| 146 | <b>Default:</b> the identity transform |
| 147 | |
| 148 | \param[in] pose Mass frame offset transform relative to the actor frame. <b>Range:</b> rigid body transform. |
| 149 | |
| 150 | @see getCMassLocalPose() PxRigidBodyDesc.massLocalPose |
| 151 | */ |
| 152 | virtual void setCMassLocalPose(const PxTransform& pose) = 0; |
| 153 | |
| 154 | |
| 155 | /** |
| 156 | \brief Retrieves the center of mass pose relative to the actor frame. |
| 157 | |
| 158 | \return The center of mass pose relative to the actor frame. |
| 159 | |
| 160 | @see setCMassLocalPose() PxRigidBodyDesc.massLocalPose |
| 161 | */ |
| 162 | virtual PxTransform getCMassLocalPose() const = 0; |
| 163 | |
| 164 | |
| 165 | /** |
| 166 | \brief Sets the mass of a dynamic actor. |
| 167 | |
| 168 | The mass must be non-negative. |
| 169 | |
| 170 | setMass() does not update the inertial properties of the body, to change the inertia tensor |
| 171 | use setMassSpaceInertiaTensor() or the PhysX extensions method #PxRigidBodyExt::updateMassAndInertia(). |
| 172 | |
| 173 | \note A value of 0 is interpreted as infinite mass. |
| 174 | \note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic. |
| 175 | |
| 176 | <b>Default:</b> 1.0 |
| 177 | |
| 178 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 179 | |
| 180 | \param[in] mass New mass value for the actor. <b>Range:</b> [0, PX_MAX_F32) |
| 181 | |
| 182 | @see getMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() |
| 183 | */ |
| 184 | virtual void setMass(PxReal mass) = 0; |
| 185 | |
| 186 | /** |
| 187 | \brief Retrieves the mass of the actor. |
| 188 | |
| 189 | \note A value of 0 is interpreted as infinite mass. |
| 190 | |
| 191 | \return The mass of this actor. |
| 192 | |
| 193 | @see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() |
| 194 | */ |
| 195 | virtual PxReal getMass() const = 0; |
| 196 | |
| 197 | /** |
| 198 | \brief Retrieves the inverse mass of the actor. |
| 199 | |
| 200 | \return The inverse mass of this actor. |
| 201 | |
| 202 | @see setMass() PxRigidBodyDesc.mass setMassSpaceInertiaTensor() |
| 203 | */ |
| 204 | virtual PxReal getInvMass() const = 0; |
| 205 | |
| 206 | /** |
| 207 | \brief Sets the inertia tensor, using a parameter specified in mass space coordinates. |
| 208 | |
| 209 | Note that such matrices are diagonal -- the passed vector is the diagonal. |
| 210 | |
| 211 | If you have a non diagonal world/actor space inertia tensor(3x3 matrix). Then you need to |
| 212 | diagonalize it and set an appropriate mass space transform. See #setCMassLocalPose(). |
| 213 | |
| 214 | The inertia tensor elements must be non-negative. |
| 215 | |
| 216 | \note A value of 0 in an element is interpreted as infinite inertia along that axis. |
| 217 | \note Values of 0 are not permitted for instances of PxArticulationLink but are permitted for instances of PxRigidDynamic. |
| 218 | |
| 219 | <b>Default:</b> (1.0, 1.0, 1.0) |
| 220 | |
| 221 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 222 | |
| 223 | \param[in] m New mass space inertia tensor for the actor. |
| 224 | |
| 225 | @see PxRigidBodyDesc.massSpaceInertia getMassSpaceInertia() setMass() setCMassLocalPose() |
| 226 | */ |
| 227 | virtual void setMassSpaceInertiaTensor(const PxVec3& m) = 0; |
| 228 | |
| 229 | /** |
| 230 | \brief Retrieves the diagonal inertia tensor of the actor relative to the mass coordinate frame. |
| 231 | |
| 232 | This method retrieves a mass frame inertia vector. |
| 233 | |
| 234 | \return The mass space inertia tensor of this actor. |
| 235 | |
| 236 | \note A value of 0 in an element is interpreted as infinite inertia along that axis. |
| 237 | |
| 238 | @see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose() |
| 239 | */ |
| 240 | virtual PxVec3 getMassSpaceInertiaTensor() const = 0; |
| 241 | |
| 242 | /** |
| 243 | \brief Retrieves the diagonal inverse inertia tensor of the actor relative to the mass coordinate frame. |
| 244 | |
| 245 | This method retrieves a mass frame inverse inertia vector. |
| 246 | |
| 247 | \note A value of 0 in an element is interpreted as infinite inertia along that axis. |
| 248 | |
| 249 | \return The mass space inverse inertia tensor of this actor. |
| 250 | |
| 251 | @see PxRigidBodyDesc.massSpaceInertia setMassSpaceInertiaTensor() setMass() setCMassLocalPose() |
| 252 | */ |
| 253 | virtual PxVec3 getMassSpaceInvInertiaTensor() const = 0; |
| 254 | |
| 255 | |
| 256 | /************************************************************************************************/ |
| 257 | /** @name Velocity |
| 258 | */ |
| 259 | |
| 260 | |
| 261 | /** |
| 262 | \brief Retrieves the linear velocity of an actor. |
| 263 | |
| 264 | \return The linear velocity of the actor. |
| 265 | |
| 266 | @see PxRigidDynamic.setLinearVelocity() getAngularVelocity() |
| 267 | */ |
| 268 | virtual PxVec3 getLinearVelocity() const = 0; |
| 269 | |
| 270 | /** |
| 271 | \brief Sets the linear velocity of the actor. |
| 272 | |
| 273 | Note that if you continuously set the velocity of an actor yourself, |
| 274 | forces such as gravity or friction will not be able to manifest themselves, because forces directly |
| 275 | influence only the velocity/momentum of an actor. |
| 276 | |
| 277 | <b>Default:</b> (0.0, 0.0, 0.0) |
| 278 | |
| 279 | <b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the |
| 280 | new velocity is non-zero |
| 281 | |
| 282 | \note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set. |
| 283 | |
| 284 | \param[in] linVel New linear velocity of actor. <b>Range:</b> velocity vector |
| 285 | \param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. |
| 286 | |
| 287 | @see getLinearVelocity() setAngularVelocity() |
| 288 | */ |
| 289 | virtual void setLinearVelocity(const PxVec3& linVel, bool autowake = true ) = 0; |
| 290 | |
| 291 | |
| 292 | |
| 293 | /** |
| 294 | \brief Retrieves the angular velocity of the actor. |
| 295 | |
| 296 | \return The angular velocity of the actor. |
| 297 | |
| 298 | @see PxRigidDynamic.setAngularVelocity() getLinearVelocity() |
| 299 | */ |
| 300 | virtual PxVec3 getAngularVelocity() const = 0; |
| 301 | |
| 302 | |
| 303 | /** |
| 304 | \brief Sets the angular velocity of the actor. |
| 305 | |
| 306 | Note that if you continuously set the angular velocity of an actor yourself, |
| 307 | forces such as friction will not be able to rotate the actor, because forces directly influence only the velocity/momentum. |
| 308 | |
| 309 | <b>Default:</b> (0.0, 0.0, 0.0) |
| 310 | |
| 311 | <b>Sleeping:</b> This call wakes the actor if it is sleeping, the autowake parameter is true (default) or the |
| 312 | new velocity is non-zero |
| 313 | |
| 314 | \note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set. |
| 315 | |
| 316 | \param[in] angVel New angular velocity of actor. <b>Range:</b> angular velocity vector |
| 317 | \param[in] autowake Whether to wake the object up if it is asleep and the velocity is non-zero. If true and the current wake |
| 318 | counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. |
| 319 | |
| 320 | @see getAngularVelocity() setLinearVelocity() |
| 321 | */ |
| 322 | virtual void setAngularVelocity(const PxVec3& angVel, bool autowake = true ) = 0; |
| 323 | |
| 324 | |
| 325 | /************************************************************************************************/ |
| 326 | /** @name Forces |
| 327 | */ |
| 328 | |
| 329 | /** |
| 330 | \brief Applies a force (or impulse) defined in the global coordinate frame to the actor at its center of mass. |
| 331 | |
| 332 | <b>This will not induce a torque</b>. |
| 333 | |
| 334 | ::PxForceMode determines if the force is to be conventional or impulsive. |
| 335 | |
| 336 | Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION |
| 337 | and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same |
| 338 | accumulators and are just short hand for multiplying the vector parameter by inverse mass and then using PxForceMode::eACCELERATION and |
| 339 | PxForceMode::eVELOCITY_CHANGE respectively. |
| 340 | |
| 341 | |
| 342 | \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. |
| 343 | |
| 344 | \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. |
| 345 | |
| 346 | \note if this is called on an articulation link, only the link is updated, not the entire articulation. |
| 347 | |
| 348 | \note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for details of how to compute the change in linear velocity that |
| 349 | will arise from the application of an impulsive force, where an impulsive force is applied force multiplied by a timestep. |
| 350 | |
| 351 | <b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the force is non-zero. |
| 352 | |
| 353 | \param[in] force Force/Impulse to apply defined in the global frame. |
| 354 | \param[in] mode The mode to use when applying the force/impulse(see #PxForceMode) |
| 355 | \param[in] autowake Specify if the call should wake up the actor if it is currently asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. |
| 356 | |
| 357 | @see PxForceMode addTorque |
| 358 | */ |
| 359 | virtual void addForce(const PxVec3& force, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0; |
| 360 | |
| 361 | /** |
| 362 | \brief Applies an impulsive torque defined in the global coordinate frame to the actor. |
| 363 | |
| 364 | ::PxForceMode determines if the torque is to be conventional or impulsive. |
| 365 | |
| 366 | Each actor has an angular acceleration and an angular velocity change accumulator which are directly modified using the modes |
| 367 | PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE |
| 368 | also modify these same accumulators and are just short hand for multiplying the vector parameter by inverse inertia and then |
| 369 | using PxForceMode::eACCELERATION and PxForceMode::eVELOCITY_CHANGE respectively. |
| 370 | |
| 371 | |
| 372 | \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. |
| 373 | |
| 374 | \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. |
| 375 | |
| 376 | \note if this called on an articulation link, only the link is updated, not the entire articulation. |
| 377 | |
| 378 | \note see #PxRigidBodyExt::computeVelocityDeltaFromImpulse for detatils of how to compute the change in angular velocity that |
| 379 | will arise from the application of an impulsive torque, where an impulsive torque is an applied torque multiplied by a timestep. |
| 380 | |
| 381 | <b>Sleeping:</b> This call wakes the actor if it is sleeping and the autowake parameter is true (default) or the torque is non-zero. |
| 382 | |
| 383 | \param[in] torque Torque to apply defined in the global frame. <b>Range:</b> torque vector |
| 384 | \param[in] mode The mode to use when applying the force/impulse(see #PxForceMode). |
| 385 | \param[in] autowake whether to wake up the object if it is asleep. If true and the current wake counter value is smaller than #PxSceneDesc::wakeCounterResetValue it will get increased to the reset value. |
| 386 | |
| 387 | @see PxForceMode addForce() |
| 388 | */ |
| 389 | virtual void addTorque(const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true) = 0; |
| 390 | |
| 391 | /** |
| 392 | \brief Clears the accumulated forces (sets the accumulated force back to zero). |
| 393 | |
| 394 | Each actor has an acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION |
| 395 | and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same |
| 396 | accumulators (see PxRigidBody::addForce() for details); therefore the effect of calling clearForce(PxForceMode::eFORCE) is equivalent to calling |
| 397 | clearForce(PxForceMode::eACCELERATION), and the effect of calling clearForce(PxForceMode::eIMPULSE) is equivalent to calling |
| 398 | clearForce(PxForceMode::eVELOCITY_CHANGE). |
| 399 | |
| 400 | ::PxForceMode determines if the cleared force is to be conventional or impulsive. |
| 401 | |
| 402 | \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. |
| 403 | |
| 404 | \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. |
| 405 | |
| 406 | \param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode) |
| 407 | |
| 408 | @see PxForceMode addForce |
| 409 | */ |
| 410 | virtual void clearForce(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0; |
| 411 | |
| 412 | /** |
| 413 | \brief Clears the impulsive torque defined in the global coordinate frame to the actor. |
| 414 | |
| 415 | ::PxForceMode determines if the cleared torque is to be conventional or impulsive. |
| 416 | |
| 417 | Each actor has an angular acceleration and a velocity change accumulator which are directly modified using the modes PxForceMode::eACCELERATION |
| 418 | and PxForceMode::eVELOCITY_CHANGE respectively. The modes PxForceMode::eFORCE and PxForceMode::eIMPULSE also modify these same |
| 419 | accumulators (see PxRigidBody::addTorque() for details); therefore the effect of calling clearTorque(PxForceMode::eFORCE) is equivalent to calling |
| 420 | clearTorque(PxForceMode::eACCELERATION), and the effect of calling clearTorque(PxForceMode::eIMPULSE) is equivalent to calling |
| 421 | clearTorque(PxForceMode::eVELOCITY_CHANGE). |
| 422 | |
| 423 | \note The force modes PxForceMode::eIMPULSE and PxForceMode::eVELOCITY_CHANGE can not be applied to articulation links. |
| 424 | |
| 425 | \note It is invalid to use this method if the actor has not been added to a scene already or if PxActorFlag::eDISABLE_SIMULATION is set. |
| 426 | |
| 427 | \param[in] mode The mode to use when clearing the force/impulse(see #PxForceMode). |
| 428 | |
| 429 | @see PxForceMode addTorque |
| 430 | */ |
| 431 | virtual void clearTorque(PxForceMode::Enum mode = PxForceMode::eFORCE) = 0; |
| 432 | |
| 433 | /** |
| 434 | \deprecated |
| 435 | \brief Raises or clears a particular dynamic rigid body flag. |
| 436 | |
| 437 | See the list of flags #PxRigidBodyFlag |
| 438 | |
| 439 | <b>Default:</b> no flags are set |
| 440 | |
| 441 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 442 | |
| 443 | \param[in] flag The PxRigidDynamic flag to raise(set) or clear. See #PxRigidDynamicFlag #PxRigidBodyFlag. |
| 444 | \param[in] value The new boolean value for the flag. |
| 445 | |
| 446 | @see PxRigidDynamicFlag getRigidDynamicFlags() |
| 447 | */ |
| 448 | PX_DEPRECATED virtual void setRigidDynamicFlag(PxRigidDynamicFlag::Enum flag, bool value) = 0; |
| 449 | PX_DEPRECATED virtual void setRigidDynamicFlags(PxRigidDynamicFlags inFlags) = 0; |
| 450 | |
| 451 | /** |
| 452 | \brief Raises or clears a particular rigid body flag. |
| 453 | |
| 454 | See the list of flags #PxRigidBodyFlag |
| 455 | |
| 456 | <b>Default:</b> no flags are set |
| 457 | |
| 458 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 459 | |
| 460 | \param[in] flag The PxRigidBody flag to raise(set) or clear. See #PxRigidBodyFlag. |
| 461 | \param[in] value The new boolean value for the flag. |
| 462 | |
| 463 | @see PxRigidBodyFlag getRigidBodyFlags() |
| 464 | */ |
| 465 | |
| 466 | virtual void setRigidBodyFlag(PxRigidBodyFlag::Enum flag, bool value) = 0; |
| 467 | virtual void setRigidBodyFlags(PxRigidBodyFlags inFlags) = 0; |
| 468 | |
| 469 | /** |
| 470 | \deprecated |
| 471 | \brief Reads the PxRigidBody flags. |
| 472 | |
| 473 | See the list of flags #PxRigidBodyFlag |
| 474 | |
| 475 | \return The values of the PxRigidBody flags. |
| 476 | |
| 477 | @see PxRigidDynamicFlag setRigidDynamicFlag() |
| 478 | */ |
| 479 | PX_DEPRECATED virtual PxRigidDynamicFlags getRigidDynamicFlags() const = 0; |
| 480 | |
| 481 | /** |
| 482 | \brief Reads the PxRigidBody flags. |
| 483 | |
| 484 | See the list of flags #PxRigidBodyFlag |
| 485 | |
| 486 | \return The values of the PxRigidBody flags. |
| 487 | |
| 488 | @see PxRigidBodyFlag setRigidBodyFlag() |
| 489 | */ |
| 490 | virtual PxRigidBodyFlags getRigidBodyFlags() const = 0; |
| 491 | |
| 492 | /** |
| 493 | \brief Sets the CCD minimum advance coefficient. |
| 494 | |
| 495 | The CCD minimum advance coefficient is a value in the range [0, 1] that is used to control the minimum amount of time a body is integrated when |
| 496 | it has a CCD contact. The actual minimum amount of time that is integrated depends on various properties, including the relative speed and collision shapes |
| 497 | of the bodies involved in the contact. From these properties, a numeric value is calculated that determines the maximum distance (and therefore maximum time) |
| 498 | which these bodies could be integrated forwards that would ensure that these bodies did not pass through each-other. This value is then scaled by CCD minimum advance |
| 499 | coefficient to determine the amount of time that will be consumed in the CCD pass. |
| 500 | |
| 501 | <b>Things to consider:</b> |
| 502 | A large value (approaching 1) ensures that the objects will always advance some time. However, larger values increase the chances of objects gently drifting through each-other in |
| 503 | scenes which the constraint solver can't converge, e.g. scenes where an object is being dragged through a wall with a constraint. |
| 504 | A value of 0 ensures that the pair of objects stop at the exact time-of-impact and will not gently drift through each-other. However, with very small/thin objects initially in |
| 505 | contact, this can lead to a large amount of time being dropped and increases the chances of jamming. Jamming occurs when the an object is persistently in contact with an object |
| 506 | such that the time-of-impact is 0, which results in no time being advanced for those objects in that CCD pass. |
| 507 | |
| 508 | The chances of jamming can be reduced by increasing the number of CCD mass @see PxSceneDesc.ccdMaxPasses. However, increasing this number increases the CCD overhead. |
| 509 | |
| 510 | \param[in] advanceCoefficient The CCD min advance coefficient. <b>Range:</b> [0, 1] <b>Default:</b> 0.15 |
| 511 | */ |
| 512 | |
| 513 | virtual void setMinCCDAdvanceCoefficient(PxReal advanceCoefficient) = 0; |
| 514 | |
| 515 | /** |
| 516 | \brief Gets the CCD minimum advance coefficient. |
| 517 | |
| 518 | \return The value of the CCD min advance coefficient. |
| 519 | |
| 520 | @see setMinCCDAdvanceCoefficient |
| 521 | |
| 522 | */ |
| 523 | |
| 524 | virtual PxReal getMinCCDAdvanceCoefficient() const = 0; |
| 525 | |
| 526 | |
| 527 | /** |
| 528 | \brief Sets the maximum depenetration velocity permitted to be introduced by the solver. |
| 529 | This value controls how much velocity the solver can introduce to correct for penetrations in contacts. |
| 530 | \param[in] biasClamp The maximum velocity to de-penetrate by <b>Range:</b> (0, PX_MAX_F32]. |
| 531 | */ |
| 532 | virtual void setMaxDepenetrationVelocity(const PxReal biasClamp) = 0; |
| 533 | |
| 534 | /** |
| 535 | \brief Returns the maximum depenetration velocity the solver is permitted to introduced. |
| 536 | This value controls how much velocity the solver can introduce to correct for penetrations in contacts. |
| 537 | \return The maximum penetration bias applied by the solver. |
| 538 | */ |
| 539 | virtual PxReal getMaxDepenetrationVelocity() const = 0; |
| 540 | |
| 541 | |
| 542 | |
| 543 | protected: |
| 544 | PX_INLINE PxRigidBody(PxType concreteType, PxBaseFlags baseFlags) : PxRigidActor(concreteType, baseFlags) {} |
| 545 | PX_INLINE PxRigidBody(PxBaseFlags baseFlags) : PxRigidActor(baseFlags) {} |
| 546 | virtual ~PxRigidBody() {} |
| 547 | virtual bool isKindOf(const char* name)const { return !strcmp("PxRigidBody" , name) || PxRigidActor::isKindOf(name); } |
| 548 | }; |
| 549 | |
| 550 | PX_DEPRECATED PX_INLINE PxRigidBody* PxActor::isRigidBody() { return is<PxRigidBody>(); } |
| 551 | PX_DEPRECATED PX_INLINE const PxRigidBody* PxActor::isRigidBody() const { return is<PxRigidBody>(); } |
| 552 | |
| 553 | |
| 554 | #ifndef PX_DOXYGEN |
| 555 | } // namespace physx |
| 556 | #endif |
| 557 | |
| 558 | /** @} */ |
| 559 | #endif |
| 560 | |