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 | |