| 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_RIGIDDYNAMIC |
| 15 | #define PX_PHYSICS_NX_RIGIDDYNAMIC |
| 16 | /** \addtogroup physics |
| 17 | @{ |
| 18 | */ |
| 19 | |
| 20 | #include "PxRigidBody.h" |
| 21 | |
| 22 | #ifndef PX_DOXYGEN |
| 23 | namespace physx |
| 24 | { |
| 25 | #endif |
| 26 | |
| 27 | /** |
| 28 | \brief PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. |
| 29 | |
| 30 | <h3>Creation</h3> |
| 31 | Instances of this class are created by calling #PxPhysics::createRigidDynamic() and deleted with #release(). |
| 32 | |
| 33 | |
| 34 | <h3>Visualizations</h3> |
| 35 | \li #PxVisualizationParameter::eACTOR_AXES |
| 36 | \li #PxVisualizationParameter::eBODY_AXES |
| 37 | \li #PxVisualizationParameter::eBODY_MASS_AXES |
| 38 | \li #PxVisualizationParameter::eBODY_LIN_VELOCITY |
| 39 | \li #PxVisualizationParameter::eBODY_ANG_VELOCITY |
| 40 | \li #PxVisualizationParameter::eBODY_JOINT_GROUPS |
| 41 | |
| 42 | @see PxRigidBody PxPhysics.createRigidDynamic() release() |
| 43 | */ |
| 44 | |
| 45 | class PxRigidDynamic : public PxRigidBody |
| 46 | { |
| 47 | public: |
| 48 | // Runtime modifications |
| 49 | |
| 50 | |
| 51 | /************************************************************************************************/ |
| 52 | /** @name Kinematic Actors |
| 53 | */ |
| 54 | |
| 55 | /** |
| 56 | \brief Moves kinematically controlled dynamic actors through the game world. |
| 57 | |
| 58 | You set a dynamic actor to be kinematic using the PxRigidBodyFlag::eKINEMATIC flag |
| 59 | with setRigidBodyFlag(). |
| 60 | |
| 61 | The move command will result in a velocity that will move the body into |
| 62 | the desired pose. After the move is carried out during a single time step, |
| 63 | the velocity is returned to zero. Thus, you must continuously call |
| 64 | this in every time step for kinematic actors so that they move along a path. |
| 65 | |
| 66 | This function simply stores the move destination until the next simulation |
| 67 | step is processed, so consecutive calls will simply overwrite the stored target variable. |
| 68 | |
| 69 | The motion is always fully carried out. |
| 70 | |
| 71 | \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. |
| 72 | |
| 73 | <b>Sleeping:</b> This call wakes the actor if it is sleeping and will set the wake counter to #PxSceneDesc::wakeCounterResetValue. |
| 74 | |
| 75 | \param[in] destination The desired pose for the kinematic actor, in the global frame. <b>Range:</b> rigid body transform. |
| 76 | |
| 77 | @see getKinematicTarget() PxRigidBodyFlag setRigidBodyFlag() |
| 78 | */ |
| 79 | virtual void setKinematicTarget(const PxTransform& destination) = 0; |
| 80 | |
| 81 | /** |
| 82 | \brief Get target pose of a kinematically controlled dynamic actor. |
| 83 | |
| 84 | \param[out] target Transform to write the target pose to. Only valid if the method returns true. |
| 85 | \return True if the actor is a kinematically controlled dynamic and the target has been set, else False. |
| 86 | |
| 87 | @see setKinematicTarget() PxRigidBodyFlag setRigidBodyFlag() |
| 88 | */ |
| 89 | virtual bool getKinematicTarget(PxTransform& target) = 0; |
| 90 | |
| 91 | /************************************************************************************************/ |
| 92 | /** @name Damping |
| 93 | */ |
| 94 | |
| 95 | /** |
| 96 | \brief Sets the linear damping coefficient. |
| 97 | |
| 98 | Zero represents no damping. The damping coefficient must be nonnegative. |
| 99 | |
| 100 | <b>Default:</b> 0.0 |
| 101 | |
| 102 | \param[in] linDamp Linear damping coefficient. <b>Range:</b> [0, PX_MAX_F32) |
| 103 | |
| 104 | @see getLinearDamping() setAngularDamping() |
| 105 | */ |
| 106 | virtual void setLinearDamping(PxReal linDamp) = 0; |
| 107 | |
| 108 | /** |
| 109 | \brief Retrieves the linear damping coefficient. |
| 110 | |
| 111 | \return The linear damping coefficient associated with this actor. |
| 112 | |
| 113 | @see setLinearDamping() getAngularDamping() |
| 114 | */ |
| 115 | virtual PxReal getLinearDamping() const = 0; |
| 116 | |
| 117 | /** |
| 118 | \brief Sets the angular damping coefficient. |
| 119 | |
| 120 | Zero represents no damping. |
| 121 | |
| 122 | The angular damping coefficient must be nonnegative. |
| 123 | |
| 124 | <b>Default:</b> 0.05 |
| 125 | |
| 126 | \param[in] angDamp Angular damping coefficient. <b>Range:</b> [0, PX_MAX_F32) |
| 127 | |
| 128 | @see getAngularDamping() setLinearDamping() |
| 129 | */ |
| 130 | virtual void setAngularDamping(PxReal angDamp) = 0; |
| 131 | |
| 132 | /** |
| 133 | \brief Retrieves the angular damping coefficient. |
| 134 | |
| 135 | \return The angular damping coefficient associated with this actor. |
| 136 | |
| 137 | @see setAngularDamping() getLinearDamping() |
| 138 | */ |
| 139 | virtual PxReal getAngularDamping() const = 0; |
| 140 | |
| 141 | /************************************************************************************************/ |
| 142 | /** @name Velocity |
| 143 | */ |
| 144 | |
| 145 | /** |
| 146 | \brief Lets you set the maximum angular velocity permitted for this actor. |
| 147 | |
| 148 | For various internal computations, very quickly rotating actors introduce error |
| 149 | into the simulation, which leads to undesired results. |
| 150 | |
| 151 | With this function, you can set the maximum angular velocity permitted for this rigid body. |
| 152 | Higher angular velocities are clamped to this value. |
| 153 | |
| 154 | Note: The angular velocity is clamped to the set value <i>before</i> the solver, which means that |
| 155 | the limit may still be momentarily exceeded. |
| 156 | |
| 157 | <b>Default:</b> 7.0 |
| 158 | |
| 159 | \param[in] maxAngVel Max allowable angular velocity for actor. <b>Range:</b> [0, PX_MAX_F32) |
| 160 | |
| 161 | @see getMaxAngularVelocity() |
| 162 | */ |
| 163 | virtual void setMaxAngularVelocity(PxReal maxAngVel) = 0; |
| 164 | |
| 165 | /** |
| 166 | \brief Retrieves the maximum angular velocity permitted for this actor. |
| 167 | |
| 168 | \return The maximum allowed angular velocity for this actor. |
| 169 | |
| 170 | @see setMaxAngularVelocity |
| 171 | */ |
| 172 | virtual PxReal getMaxAngularVelocity() const = 0; |
| 173 | |
| 174 | /************************************************************************************************/ |
| 175 | /** @name Sleeping |
| 176 | */ |
| 177 | |
| 178 | /** |
| 179 | \brief Returns true if this body is sleeping. |
| 180 | |
| 181 | When an actor does not move for a period of time, it is no longer simulated in order to save time. This state |
| 182 | is called sleeping. However, because the object automatically wakes up when it is either touched by an awake object, |
| 183 | or one of its properties is changed by the user, the entire sleep mechanism should be transparent to the user. |
| 184 | |
| 185 | In general, a dynamic rigid actor is guaranteed to be awake if at least one of the following holds: |
| 186 | |
| 187 | \li The wake counter is positive (see #setWakeCounter()). |
| 188 | \li The linear or angular velocity is non-zero. |
| 189 | \li A non-zero force or torque has been applied. |
| 190 | |
| 191 | If a dynamic rigid actor is sleeping, the following state is guaranteed: |
| 192 | |
| 193 | \li The wake counter is zero. |
| 194 | \li The linear and angular velocity is zero. |
| 195 | \li There is no force update pending. |
| 196 | |
| 197 | When an actor gets inserted into a scene, it will be considered asleep if all the points above hold, else it will be treated as awake. |
| 198 | |
| 199 | If an actor is asleep after the call to PxScene::fetchResults() returns, it is guaranteed that the pose of the actor |
| 200 | was not changed. You can use this information to avoid updating the transforms of associated objects. |
| 201 | |
| 202 | \note A kinematic actor is asleep unless a target pose has been set (in which case it will stay awake until the end of the next |
| 203 | simulation step where no target pose has been set anymore). The wake counter will get set to zero or to the reset value |
| 204 | #PxSceneDesc::wakeCounterResetValue in the case where a target pose has been set to be consistent with the definitions above. |
| 205 | |
| 206 | \note It is invalid to use this method if the actor has not been added to a scene already. |
| 207 | |
| 208 | \return True if the actor is sleeping. |
| 209 | |
| 210 | @see isSleeping() wakeUp() putToSleep() getSleepThreshold() |
| 211 | */ |
| 212 | virtual bool isSleeping() const = 0; |
| 213 | |
| 214 | |
| 215 | /** |
| 216 | \brief Sets the mass-normalized kinetic energy threshold below which an actor may go to sleep. |
| 217 | |
| 218 | Actors whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping. |
| 219 | |
| 220 | <b>Default:</b> 5e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed |
| 221 | |
| 222 | \param[in] threshold Energy below which an actor may go to sleep. <b>Range:</b> [0, PX_MAX_F32) |
| 223 | |
| 224 | @see isSleeping() getSleepThreshold() wakeUp() putToSleep() PxTolerancesScale |
| 225 | */ |
| 226 | virtual void setSleepThreshold(PxReal threshold) = 0; |
| 227 | |
| 228 | /** |
| 229 | \brief Returns the mass-normalized kinetic energy below which an actor may go to sleep. |
| 230 | |
| 231 | \return The energy threshold for sleeping. |
| 232 | |
| 233 | @see isSleeping() wakeUp() putToSleep() setSleepThreshold() |
| 234 | */ |
| 235 | virtual PxReal getSleepThreshold() const = 0; |
| 236 | |
| 237 | /** |
| 238 | \brief Sets the mass-normalized kinetic energy threshold below which an actor may participate in stabilization. |
| 239 | |
| 240 | Actors whose kinetic energy divided by their mass is above this threshold will not participate in stabilization. |
| 241 | |
| 242 | This value has no effect if PxSceneFlag::eENABLE_STABILIZATION was not enabled on the PxSceneDesc. |
| 243 | |
| 244 | <b>Default:</b> 1e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed |
| 245 | |
| 246 | \param[in] threshold Energy below which an actor may participate in stabilization. <b>Range:</b> (0,inf] |
| 247 | |
| 248 | @see getStabilizationThreshold() PxSceneFlag::eENABLE_STABILIZATION |
| 249 | */ |
| 250 | virtual void setStabilizationThreshold(PxReal threshold) = 0; |
| 251 | |
| 252 | /** |
| 253 | \brief Returns the mass-normalized kinetic energy below which an actor may participate in stabilization. |
| 254 | |
| 255 | Actors whose kinetic energy divided by their mass is above this threshold will not participate in stabilization. |
| 256 | |
| 257 | \return The energy threshold for participating in stabilization. |
| 258 | |
| 259 | @see setStabilizationThreshold() PxSceneFlag::eENABLE_STABILIZATION |
| 260 | */ |
| 261 | virtual PxReal getStabilizationThreshold() const = 0; |
| 262 | |
| 263 | |
| 264 | /** |
| 265 | \brief Sets the wake counter for the actor. |
| 266 | |
| 267 | The wake counter value determines the minimum amount of time until the body can be put to sleep. Please note |
| 268 | that a body will not be put to sleep if the energy is above the specified threshold (see #setSleepThreshold()) |
| 269 | or if other awake bodies are touching it. |
| 270 | |
| 271 | \note Passing in a positive value will wake the actor up automatically. |
| 272 | |
| 273 | \note It is invalid to use this method for kinematic actors since the wake counter for kinematics is defined |
| 274 | based on whether a target pose has been set (see the comment in #isSleeping()). |
| 275 | |
| 276 | \note It is invalid to use this method if PxActorFlag::eDISABLE_SIMULATION is set. |
| 277 | |
| 278 | <b>Default:</b> 0.4 (which corresponds to 20 frames for a time step of 0.02) |
| 279 | |
| 280 | \param[in] wakeCounterValue Wake counter value. <b>Range:</b> [0, PX_MAX_F32) |
| 281 | |
| 282 | @see isSleeping() getWakeCounter() |
| 283 | */ |
| 284 | virtual void setWakeCounter(PxReal wakeCounterValue) = 0; |
| 285 | |
| 286 | /** |
| 287 | \brief Returns the wake counter of the actor. |
| 288 | |
| 289 | \return The wake counter of the actor. |
| 290 | |
| 291 | @see isSleeping() setWakeCounter() |
| 292 | */ |
| 293 | virtual PxReal getWakeCounter() const = 0; |
| 294 | |
| 295 | /** |
| 296 | \brief Wakes up the actor if it is sleeping. |
| 297 | |
| 298 | The actor will get woken up and might cause other touching actors to wake up as well during the next simulation step. |
| 299 | |
| 300 | \note This will set the wake counter of the actor to the value specified in #PxSceneDesc::wakeCounterResetValue. |
| 301 | |
| 302 | \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. |
| 303 | |
| 304 | \note It is invalid to use this method for kinematic actors since the sleep state for kinematics is defined |
| 305 | based on whether a target pose has been set (see the comment in #isSleeping()). |
| 306 | |
| 307 | @see isSleeping() putToSleep() |
| 308 | */ |
| 309 | virtual void wakeUp() = 0; |
| 310 | |
| 311 | /** |
| 312 | \brief Forces the actor to sleep. |
| 313 | |
| 314 | The actor will stay asleep during the next simulation step if not touched by another non-sleeping actor. |
| 315 | |
| 316 | \note Any applied force will be cleared and the velocity and the wake counter of the actor will be set to 0. |
| 317 | |
| 318 | \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. |
| 319 | |
| 320 | \note It is invalid to use this method for kinematic actors since the sleep state for kinematics is defined |
| 321 | based on whether a target pose has been set (see the comment in #isSleeping()). |
| 322 | |
| 323 | @see isSleeping() wakeUp() |
| 324 | */ |
| 325 | virtual void putToSleep() = 0; |
| 326 | |
| 327 | /************************************************************************************************/ |
| 328 | |
| 329 | /** |
| 330 | \brief Sets the solver iteration counts for the body. |
| 331 | |
| 332 | The solver iteration count determines how accurately joints and contacts are resolved. |
| 333 | If you are having trouble with jointed bodies oscillating and behaving erratically, then |
| 334 | setting a higher position iteration count may improve their stability. |
| 335 | |
| 336 | If intersecting bodies are being depenetrated too violently, increase the number of velocity |
| 337 | iterations. More velocity iterations will drive the relative exit velocity of the intersecting |
| 338 | objects closer to the correct value given the restitution. |
| 339 | |
| 340 | <b>Default:</b> 4 position iterations, 1 velocity iteration |
| 341 | |
| 342 | \param[in] minPositionIters Number of position iterations the solver should perform for this body. <b>Range:</b> [1,255] |
| 343 | \param[in] minVelocityIters Number of velocity iterations the solver should perform for this body. <b>Range:</b> [1,255] |
| 344 | |
| 345 | @see getSolverIterationCounts() |
| 346 | */ |
| 347 | virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters = 1) = 0; |
| 348 | |
| 349 | /** |
| 350 | \brief Retrieves the solver iteration counts. |
| 351 | |
| 352 | @see setSolverIterationCounts() |
| 353 | */ |
| 354 | virtual void getSolverIterationCounts(PxU32& minPositionIters, PxU32& minVelocityIters) const = 0; |
| 355 | |
| 356 | /** |
| 357 | \brief Retrieves the force threshold for contact reports. |
| 358 | |
| 359 | The contact report threshold is a force threshold. If the force between |
| 360 | two actors exceeds this threshold for either of the two actors, a contact report |
| 361 | will be generated according to the contact report threshold flags provided by |
| 362 | the filter shader/callback. |
| 363 | See #PxPairFlag. |
| 364 | |
| 365 | The threshold used for a collision between a dynamic actor and the static environment is |
| 366 | the threshold of the dynamic actor, and all contacts with static actors are summed to find |
| 367 | the total normal force. |
| 368 | |
| 369 | <b>Default:</b> PX_MAX_F32 |
| 370 | |
| 371 | \return Force threshold for contact reports. |
| 372 | |
| 373 | @see setContactReportThreshold PxPairFlag PxSimulationFilterShader PxSimulationFilterCallback |
| 374 | */ |
| 375 | virtual PxReal getContactReportThreshold() const = 0; |
| 376 | |
| 377 | /** |
| 378 | \brief Sets the force threshold for contact reports. |
| 379 | |
| 380 | See #getContactReportThreshold(). |
| 381 | |
| 382 | \param[in] threshold Force threshold for contact reports. <b>Range:</b> [0, PX_MAX_F32) |
| 383 | |
| 384 | @see getContactReportThreshold PxPairFlag |
| 385 | */ |
| 386 | virtual void setContactReportThreshold(PxReal threshold) = 0; |
| 387 | |
| 388 | virtual const char* getConcreteTypeName() const { return "PxRigidDynamic" ; } |
| 389 | |
| 390 | protected: |
| 391 | PX_INLINE PxRigidDynamic(PxType concreteType, PxBaseFlags baseFlags) : PxRigidBody(concreteType, baseFlags) {} |
| 392 | PX_INLINE PxRigidDynamic(PxBaseFlags baseFlags) : PxRigidBody(baseFlags) {} |
| 393 | virtual ~PxRigidDynamic() {} |
| 394 | virtual bool isKindOf(const char* name) const { return !strcmp("PxRigidDynamic" , name) || PxRigidBody::isKindOf(name); } |
| 395 | |
| 396 | }; |
| 397 | |
| 398 | PX_DEPRECATED PX_INLINE PxRigidDynamic* PxActor::isRigidDynamic() { return is<PxRigidDynamic>(); } |
| 399 | PX_DEPRECATED PX_INLINE const PxRigidDynamic* PxActor::isRigidDynamic() const { return is<PxRigidDynamic>(); } |
| 400 | |
| 401 | |
| 402 | #ifndef PX_DOXYGEN |
| 403 | } // namespace physx |
| 404 | #endif |
| 405 | |
| 406 | /** @} */ |
| 407 | #endif |
| 408 | |