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_SCALE_H
15#define PX_SCALE_H
16
17/** \addtogroup common
18 @{
19*/
20
21#include "common/PxPhysXCommonConfig.h"
22
23#ifndef PX_DOXYGEN
24namespace physx
25{
26#endif
27
28class PxPhysics;
29
30/**
31\brief Class to define the scale at which simulation runs. Most simulation tolerances are
32calculated in terms of the values here.
33
34\note if you change the simulation scale, you will probablly also wish to change the scene's
35default value of gravity, and stable simulation will probably require changes to the scene's
36bounceThreshold also.
37*/
38
39class PxTolerancesScale
40{
41public:
42
43 /** brief
44 The approximate size of objects in the simulation.
45
46 For simulating roughly human-sized in metric units, 1 is a good choice.
47 If simulation is done in centimetres, use 100 instead. This is used to
48 estimate certain length-related tolerances.
49
50 */
51
52 PxReal length;
53
54
55 /** brief
56 The approximate mass of a length * length * length block.
57 If using metric scale for character sized objects and measuring mass in
58 kilogrammes, 1000 is a good choice.
59 */
60 PxReal mass;
61
62 /** brief
63 The typical magnitude of velocities of objects in simulation. This is used to estimate
64 whether a contact should be treated as bouncing or resting based on its impact velocity,
65 and a kinetic energy threshold below which the simulation may put objects to sleep.
66
67 For normal physical environments, a good choice is the approximate speed of an object falling
68 under gravity for one second.
69 */
70 PxReal speed;
71
72
73 /**
74 \brief constructor sets to default
75 */
76 PX_INLINE PxTolerancesScale();
77
78 /**
79 \brief Returns true if the descriptor is valid.
80 \return true if the current settings are valid (returns always true).
81 */
82 PX_INLINE bool isValid() const;
83
84};
85
86PX_INLINE PxTolerancesScale::PxTolerancesScale():
87 length(1),
88 mass(1000),
89 speed(10)
90 {
91 }
92
93PX_INLINE bool PxTolerancesScale::isValid() const
94{
95 return length>0 && mass>0;
96}
97
98#ifndef PX_DOXYGEN
99} // namespace physx
100#endif
101
102/** @} */
103#endif
104