genesis-3d_engine/Engine/ExtIncludes/physX3/windows/PxArticulation.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

455 lines
14 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PHYSICS_NX_ARTICULATION
#define PX_PHYSICS_NX_ARTICULATION
/** \addtogroup physics
@{ */
#include "PxPhysX.h"
#include "common/PxSerialFramework.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxArticulationLink;
/**
\brief articulation drive cache
This cache is used for making one or more impulse applications to the articulation.
@see PxArticulation
*/
class PxArticulationDriveCache;
/**
\brief a tree structure of bodies connected by joints that is treated as a unit by the dynamics solver
Articulations are more expensive to simulate than the equivalent collection of
PxRigidDynamic and PxJoint structures, but because the dynamics solver treats
each articulation as a single object, they are much less prone to separation and
have better support for actuation.
@see PxArticulationJoint PxArticulationLink
*/
class PxArticulation : public PxSerializable
{
public:
/**
\brief Deletes the articulation.
Do not keep a reference to the deleted instance.
@see PxScene::createArticulation()
*/
virtual void release() = 0;
/**
\brief Retrieves the scene which this articulation belongs to.
\return Owner Scene. NULL if not part of a scene.
@see PxScene
*/
virtual PxScene* getScene() const = 0;
/**
\brief sets maxProjectionIterations.
This is the maximum number of iterations to run projection on the articulation to bring
the links back together if the separation tolerance is exceeded.
\param[in] iterations the maximum number of projection iterations
<b>Default:</b> 4
@see getMaxProjectionIterations()
*/
virtual void setMaxProjectionIterations(PxU32 iterations) = 0;
/**
\brief gets maxProjectionIterations.
\return the maximum number of projection iterations
@see setMaxProjectionIterations()
*/
virtual PxU32 getMaxProjectionIterations() const = 0;
/**
\brief sets separationTolerance.
This is the maximum allowed separation of any joint in the articulation before projection is used
<b>Default: 0.1f, scaled by the tolerance scale </b>
\param[in] tolerance the separation tolerance for the articulation
@see getSeparationTolerance()
*/
virtual void setSeparationTolerance(PxReal tolerance) = 0;
/**
\brief gets separationTolerance.
\return the separation tolerance
@see setSeparationTolerance()
*/
virtual PxReal getSeparationTolerance() const = 0;
/**
\brief sets the number of iterations used to compute the drive response to internal forces
The drive model uses an iterative algorithm to determine the load on each joint of the articulation.
This is the number of iterations to use when computing response of the drive to internal forces.
\param[in] iterations the number of iterations used to compute the drive response to internal forces.
<b>Default:</b> 4
@see getInternalDriveIterations()
*/
virtual void setInternalDriveIterations(PxU32 iterations) = 0;
/**
\brief gets internal driveIterations.
\return the number of iterations used to compute the drive response to internal forces
@see setInternalDriveIterations()
*/
virtual PxU32 getInternalDriveIterations() const = 0;
/**
\brief sets the number of iterations for drive response to external forces.
The drive model uses an iterative algorithm to determine the load on each joint of the articulation.
This is the number of iterations to use when computing response of the drive to external forces.
\param[in] iterations the number of iterations used to compute the drive response to external forces.
<b>Default:</b> 4
@see getExternalDriveIterations()
*/
virtual void setExternalDriveIterations(PxU32 iterations) = 0;
/**
\brief gets externalDriveIterations.
\return the number of iterations used to compute the drive response to external forces
@see setExternalDriveIterations()
*/
virtual PxU32 getExternalDriveIterations() const = 0;
/**
\brief Sets the solver iteration counts for the articulation.
The solver iteration count determines how accurately joints and contacts are resolved.
If you are having trouble with jointed bodies oscillating and behaving erratically, then
setting a higher position iteration count may improve their stability.
If intersecting bodies are being depenetrated too violently, increase the number of velocity iterations.
\param[in] minPositionIters Number of position iterations the solver should perform for this articulation. <b>Range:</b> [1,255]
\param[in] minVelocityIters Number of velocity iterations the solver should perform for this articulation. <b>Range:</b> [1,255]
@see getSolverIterationCounts()
*/
virtual void setSolverIterationCounts(PxU32 minPositionIters, PxU32 minVelocityIters = 1) = 0;
/**
\brief Retrieves the solver iteration counts.
@see setSolverIterationCounts()
*/
virtual void getSolverIterationCounts(PxU32 & minPositionIters, PxU32 & minVelocityIters) const = 0;
/**
\brief Returns true if this articulation is sleeping.
When an actor does not move for a period of time, it is no longer simulated in order to save time. This state
is called sleeping. However, because the object automatically wakes up when it is either touched by an awake object,
or one of its properties is changed by the user, the entire sleep mechanism should be transparent to the user.
If an articulation is asleep after the call to PxScene::fetchResults() returns, it is guaranteed that the poses of the
links were not changed. You can use this information to avoid updating the transforms of associated of dependent objects.
\return True if the articulation is sleeping.
@see isSleeping() wakeUp() putToSleep() getSleepThreshold()
*/
virtual bool isSleeping() const = 0;
/**
\brief Sets the mass-normalized energy threshold below which an articulation may go to sleep.
The articulation will sleep if the energy of each body is below this threshold.
\param[in] threshold Energy below which an actor may go to sleep. <b>Range:</b> (0,inf]
@see isSleeping() getSleepThreshold() wakeUp() putToSleep()
*/
virtual void setSleepThreshold(PxReal threshold) = 0;
/**
\brief Returns the mass-normalized energy below which an articulation may go to sleep.
\return The energy threshold for sleeping.
@see isSleeping() wakeUp() putToSleep() setSleepThreshold()
*/
virtual PxReal getSleepThreshold() const = 0;
/**
\brief Wakes up the articulation if it is sleeping.
The wakeCounterValue determines how long until the articulation is put to sleep, a value of zero means
that the articulation is sleeping. wakeUp(0) is equivalent to PxRigidDynamic::putToSleep().
\param[in] wakeCounterValue New sleep counter value. <b>Range:</b> [0,inf]
@see isSleeping() putToSleep()
*/
virtual void wakeUp(PxReal wakeCounterValue=PX_SLEEP_INTERVAL) = 0;
/**
\brief Forces the articulation to sleep.
The articulation will stay asleep during the next simulation step if not touched by another non-sleeping actor.
\note This will set the velocity of all bodies in the articulation to zero.
@see isSleeping() wakeUp()
*/
virtual void putToSleep() = 0;
/**
\brief adds a link to the articulation with default attribute values.
\param[in] parent the parent link of the articulation. Should be NULL if (and only if) this is the root link
\param[in] pose the pose of the new link
\return the new link, or NULL if the link cannot be created because the articulation has reached
its maximum link count
@see PxsArticulationLink
*/
virtual PxArticulationLink* createLink(PxArticulationLink* parent, const PxTransform& pose) = 0;
/**
\brief returns the number of links in the articulation
*/
virtual PxU32 getNbLinks() const = 0;
/**
\brief returns the set of links in the articulation
\param[in] userBuffer buffer into which to write an array of articulation link pointers
\param[in] bufferSize the size of the buffer. If this is not large enough to contain all the pointers to links,
only as many as will fit are written.
\return the number of links written into the buffer.
@see PxsArticulationLink
*/
virtual PxU32 getLinks(PxArticulationLink** userBuffer, PxU32 bufferSize) const = 0;
/**
\brief Sets a name string for the object that can be retrieved with getName().
This is for debugging and is not used by the SDK. The string is not copied by the SDK,
only the pointer is stored.
\param[in] name String to set the objects name to.
@see getName()
*/
virtual void setName(const char* name) = 0;
/**
\brief Retrieves the name string set with setName().
\return Name string associated with object.
@see setName()
*/
virtual const char* getName() const = 0;
/**
\brief Retrieves the axis aligned bounding box enclosing the articulation.
\return The articulation's bounding box.
@see PxBounds3
*/
virtual PxBounds3 getWorldBounds() const = 0;
/**
\brief Retrieves the aggregate the articulation might be a part of.
\return The aggregate the articulation is a part of, or NULL if the articulation does not belong to an aggregate.
@see PxAggregate
*/
virtual PxAggregate* getAggregate() const = 0;
/**
\brief create a drive cache for applying impulses which are propagated to the entire articulation
\param[in] compliance the compliance value to use at all joints of the articulation. This is equivalent to the external compliance
parameter for articulation joints, as the impulse is treated as an external force
\param[in] driveIterations the number of iterations to use to evaluate the drive strengths
\return a drive cache
@see updateDriveCache releaseDriveCache applyImpulse computeImpulseResponse
\note this call may only be made on articulations that are in a scene, and may not be made during simulation
*/
virtual PxArticulationDriveCache*
createDriveCache(PxReal compliance, PxU32 driveIterations) const = 0;
/**
\brief update a drive cache
\param[in] driveCache the drive cache to update
\param[in] compliance the compliance value to use at all joints of the articulation.
\param[in] driveIterations the number of iterations to use to evaluate the drive strengths
\return a drive cache
@see releaseDriveCache createDriveCache applyImpulse computeImpulseResponse
\note this call may only be made on articulations that are in a scene, and may not be made during simulation
*/
virtual void updateDriveCache(PxArticulationDriveCache& driveCache,
PxReal compliance,
PxU32 driveIterations) const = 0;
/**
\brief release a drive cache
\param[in] driveCache the drive cache to release
@see createDriveCache updateDriveCache
*/
virtual void releaseDriveCache(PxArticulationDriveCache& driveCache) const = 0;
/**
\brief apply an impulse to an entire articulation
\param[in] link the link to which to apply the impulse
\param[in] driveCache the drive cache
\param[in] linearImpulse the linear impulse to apply
\param[in] angularImpulse the angular impulse to apply
@see computeImpulseResponse
\note this call may only be made on articulations that are in a scene, and may not be made during simulation
*/
virtual void applyImpulse(PxArticulationLink* link,
const PxArticulationDriveCache& driveCache,
const PxVec3& linearImpulse,
const PxVec3& angularImpulse) = 0;
/**
\brief determine the effect of applying an impulse to an entire articulation, without applying the impulse
\param[in] link the link to which to apply the impulse
\param[out] linearResponse the change in linear velocity of the articulation link
\param[out] angularResponse the change in angular velocity of the articulation link
\param[in] driveCache the drive cache
\param[in] linearImpulse the linear impulse to apply
\param[in] angularImpulse the angular impulse to apply
@see applyImpulse
This call will wake up the articulation if it is asleep.
\note this call may only be made on articulations that are in a scene, and may not be made during simulation
*/
virtual void computeImpulseResponse(PxArticulationLink*link,
PxVec3& linearResponse,
PxVec3& angularResponse,
const PxArticulationDriveCache& driveCache,
const PxVec3& linearImpulse,
const PxVec3& angularImpulse) const = 0;
//public variables:
void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.
virtual const char* getConcreteTypeName() const { return "PxArticulation"; }
protected:
PxArticulation(PxRefResolver& v) : PxSerializable(v) {}
PX_INLINE PxArticulation() {}
virtual ~PxArticulation() {}
virtual bool isKindOf(const char* name) const { return !strcmp("PxArticulation", name) || PxSerializable::isKindOf(name); }
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif