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 |
24 | namespace physx |
25 | { |
26 | #endif |
27 | |
28 | class PxPhysics; |
29 | |
30 | /** |
31 | \brief Class to define the scale at which simulation runs. Most simulation tolerances are |
32 | calculated 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 |
35 | default value of gravity, and stable simulation will probably require changes to the scene's |
36 | bounceThreshold also. |
37 | */ |
38 | |
39 | class PxTolerancesScale |
40 | { |
41 | public: |
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 | |
86 | PX_INLINE PxTolerancesScale::PxTolerancesScale(): |
87 | length(1), |
88 | mass(1000), |
89 | speed(10) |
90 | { |
91 | } |
92 | |
93 | PX_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 | |