121 lines
3.6 KiB
C
121 lines
3.6 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_SCALE_H
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#define PX_SCALE_H
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/** \addtogroup common
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@{
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*/
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#include "common/PxPhysXCommon.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxPhysics;
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/**
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\brief Class to define the scale at which simulation runs. Most simulation tolerances are
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calculated in terms of the values here.
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\note if you change the simulation scale, you will probablly also wish to change the scene's
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default value of gravity, and stable simulation will probably require changes to the scene's
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bounceThreshold also.
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*/
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class PxTolerancesScale
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{
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public:
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/** brief
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The approximate size of objects in the simulation.
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For simulating roughly human-sized in metric units, 1 is a good choice.
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If simulation is done in centimetres, use 100 instead. This is used to
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estimate certain length-related tolerances.
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*/
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PxReal length;
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/** brief
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The approximate mass of a length * length * length block.
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If using metric scale for character sized objects and measuring mass in
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kilogrammes, 1000 is a good choice.
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*/
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PxReal mass;
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/** brief
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The typical magnitude of velocities of objects in simulation. This is used to estimate
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whether a contact should be treated as bouncing or resting based on its impact velocity,
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and a kinetic energy threshold below which the simulation may put objects to sleep.
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For normal physical environments, a good choice is the approximate speed of an object falling
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under gravity for one second.
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*/
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PxReal speed;
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/**
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\brief constructor sets to default
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*/
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PX_INLINE PxTolerancesScale();
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid (returns always true).
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*/
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PX_INLINE bool isValid() const;
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};
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PX_INLINE PxTolerancesScale::PxTolerancesScale():
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length(1),
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mass(1000),
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speed(10)
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{
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}
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PX_INLINE bool PxTolerancesScale::isValid() const
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{
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return length>0 && mass>0;
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}
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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