genesis-3d_engine/Engine/ExtIncludes/physX3/windows/PxConstraintDesc.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

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13 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
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// 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_CONSTRAINTDESC
#define PX_PHYSICS_NX_CONSTRAINTDESC
/** \addtogroup physics
@{
*/
#include "PxPhysX.h"
#include "foundation/PxFlags.h"
#include "foundation/PxMath.h"
#include "foundation/PxVec3.h"
#include "common/PxSerialFramework.h"
namespace physx { namespace debugger { namespace comm {
class PvdDataStream;
}}}
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxConstraintConnector;
class PxRigidActor;
class PxScene;
class PxConstraintConnector;
class PxRenderBuffer;
/**
\brief constraint flags
\note eBROKEN is a read only flag
*/
struct PxConstraintFlag
{
enum Type
{
eBROKEN = 1<<0, //< whether the constraint is broken
ePROJECTION = 1<<1, //< whether projection is enabled for this constraint
eCOLLISION_ENABLED = 1<<2, //< whether contacts should be generated between the objects this constraint constrains
eREPORTING = 1<<3, //< whether this constraint should generate force reports
eVISUALIZATION = 1<<4, //< whether this constraint should be visualized, if constraint visualization is turned on
};
};
/**
\brief constraint flags
@see PxConstraintFlag
*/
typedef PxFlags<PxConstraintFlag::Type, PxU16> PxConstraintFlags;
PX_FLAGS_OPERATORS(PxConstraintFlag::Type, PxU16);
/**
\brief constraint row flags
These flags configure the post-processing of constraint rows and the behavior of the solver while solving constraints
*/
struct Px1DConstraintFlag
{
enum Type
{
eSPRING = 1<<0, //< whether the constraint is a spring
eACCELERATION_SPRING = 1<<1, //< whether the constraint is a force or acceleration spring
eRESTITUTION = 1<<2, //< whether the restitution model should be applied to generate the target velocity
eKEEPBIAS = 1<<3, //< for hard constraints, whether to keep the error term when solving the error-free velocity equation
eOUTPUT_FORCE = 1<<4 //< whether to accumulate the force value from this constraint for the reported constraint force.
};
};
typedef PxFlags<Px1DConstraintFlag::Type, PxU16> Px1DConstraintFlags;
PX_FLAGS_OPERATORS(Px1DConstraintFlag::Type, PxU16);
/**
\brief A constraint
A constraint is expressed as a set of 1-dimensional constraint rows which define the required constraint
on the objects' velocities.
Given these definitions, the solver attempts to generate
1. a set of velocities for the objects which, when integrated, respect the constraint errors:
body0vel.dot(lin0,ang0) - body1vel.dot(lin1, ang1) + (geometricError / timestep) = velocityTarget
2. a set of velocities for the objects which respect the constraints:
body0vel.dot(lin0,ang0) - body1vel.dot(lin1, ang1) = velocityTarget
Alternatively, the solver can attempt to resolve the velocity constraint as an implicit spring:
F = spring * -geometricError + damping * (velocityTarget - body0vel.dot(lin0,ang0) + body1vel.dot(lin1, ang1))
where F is the constraint force, or as an acceleration spring where acceleration replaces force.
*/
PX_ALIGN_PREFIX(16)
struct Px1DConstraint
{
PxVec3 linear0; //< linear component of velocity jacobian in world space
PxReal geometricError; //< geometric error of the constraint along this axis
PxVec3 angular0; //< angular component of velocity jacobian in world space
PxReal velocityTarget; //< velocity target for the constraint along this axis
PxVec3 linear1; //< linear component of velocity jacobian in world space
PxReal minImpulse; //< minimum impulse the solver may apply to enforce this constraint
PxVec3 angular1; //< angular component of velocity jacobian in world space
PxReal maxImpulse; //< maximum impulse the solver may apply to enforce this constraint
PxReal spring; //< spring parameter, for spring constraints
PxReal damping; //< damping parameter, for spring constraints
PxReal restitution; //< restitution parameter for determining additional "bounce"
Px1DConstraintFlags flags; //< a set of Px1DConstraintFlags
PxU16 solveGroup; //< constraint optimization hint: make this 256 for hard constraints with unbounded force limits, 257 for hard unilateral constraints with [0, inf) force limits, and 0 otherwise
}
PX_ALIGN_SUFFIX(16);
/** \brief flags for determining which components of the constraint should be visualized
*/
struct PxConstraintVisualizationFlag
{
enum Enum
{
eLOCAL_FRAMES = 1, //< visualize constraint frames
eLIMITS = 2 //< visualize constraint limits
};
};
/** solver constraint generation shader
This function is called by the constraint solver framework. The function must be reentrant, since it may be called simultaneously
from multiple threads, and should access only the arguments passed into it, since on PS3 this function may execute on SPU.
Developers writing custom constraints are encouraged to read the implementation code in PhysXExtensions.
\param[out] constraints an array of solver constraint rows to be filled in
\param[out] body0WorldOffset the origin point at which the constraint is resolved. This value does not affect how constraints are solved, but the
force and torque reported for the constraint are resolved at this point
\param[in] constantBlock the constant data block
\param[in] maxConstraints the size of the constraint buffer. At most this many constraints rows may be written
\param[in] bodyAToWorld The world transform of the first constrained body (the identity if the body is NULL)
\param[in] bodyBToWorld The world transform of the second constrained body (the identity if the body is NULL)
\return the number of constraint rows written.
*/
typedef PxU32 (*PxConstraintSolverPrep)(Px1DConstraint* constraints,
PxVec3& body0WorldOffset,
PxU32 maxConstraints,
const void* constantBlock,
const PxTransform& bodyAToWorld,
const PxTransform& bodyBToWorld);
/** solver constraint projection shader
This function is called by the constraint post-solver framework. The function must be reentrant, since it may be called simultaneously
from multiple threads and should access only the arguments passed into it, since on PS3 this function may execute on SPU.
\param[in] constantBlock the constant data block
\param[out] bodyAToWorld The world transform of the first constrained body (the identity if the body is NULL)
\param[out] bodyBToWorld The world transform of the second constrained body (the identity if the body is NULL)
\param[in] true if the constraint should be projected by moving the second body towards the first, false if the converse
*/
typedef void (*PxConstraintProject)(const void* constantBlock,
PxTransform& bodyAToWorld,
PxTransform& bodyBToWorld,
bool projectToA);
/**
API used to visualize details about a constraint.
*/
class PxConstraintVisualizer
{
protected:
virtual ~PxConstraintVisualizer(){}
public:
virtual void visualizeJointFrames( const PxTransform& parent, const PxTransform& child ) = 0;
virtual void visualizeLinearLimit( const PxTransform& t0, const PxTransform& t1, PxReal value, bool active ) = 0;
virtual void visualizeAngularLimit( const PxTransform& t0, PxReal lower, PxReal upper, bool active) = 0;
virtual void visualizeLimitCone( const PxTransform& t, PxReal ySwing, PxReal zSwing, bool active) = 0;
virtual void visualizeDoubleCone( const PxTransform& t, PxReal angle, bool active) = 0;
};
/** solver constraint visualization function
This function is called by the constraint post-solver framework to visualize the constraint
\param[out] out the render buffer to render to
\param[in] constantBlock the constant data block
\param[in] body0Transform The world transform of the first constrained body (the identity if the body is NULL)
\param[in] body1Transform The world transform of the second constrained body (the identity if the body is NULL)
\param[in] frameScale the visualization scale for the constraint frames
\param[in] limitScale the visualization scale for the constraint limits
\param[in] flags the visualization flags
@see PxRenderBuffer
*/
typedef void (*PxConstraintVisualize)( PxConstraintVisualizer& visualizer,
const void* constantBlock,
const PxTransform& body0Transform,
const PxTransform& body1Transform,
PxU32 flags );
struct PxPvdUpdateType
{
enum Enum
{
CREATE_INSTANCE,
RELEASE_INSTANCE,
UPDATE_ALL_PROPERTIES,
UPDATE_SIM_PROPERTIES,
};
};
/**
\brief This class connects a custom constraint to the SDK
This class connects a custom constraint to the SDK, and functions are called by the SDK
to query the custom implementation for specific information to pass on to the application
or inform the constraint when the application makes calls into the SDK which will update
the custom constraint's internal implementation
*/
class PxConstraintConnector
{
public:
/**
when the constraint is marked dirty, this function is called at the start of the simulation
step for the SDK to copy the constraint data block.
*/
virtual void* prepareData() = 0;
/**
this function is called by the SDK to update PVD's view of it
*/
virtual bool updatePvdProperties(physx::debugger::comm::PvdDataStream& pvdConnection,
const PxConstraint* c,
PxPvdUpdateType::Enum updateType) const = 0;
/**
When the SDK deletes a PxConstraint object this function is called by the SDK. In general
custom constraints should not be deleted directly by applications: rather, the constraint
should respond to a release() request by calling PxConstraint::release(), then wait for
this call to release its own resources, so that even if the release() call occurs during
a simulation step, the deletion of the constraint is buffered until that step completes.
This function is also called when a PxConstraint object is deleted on cleanup due to
destruction of the PxPhysics object.
*/
virtual void onConstraintRelease() = 0;
/**
This function is called by the SDK when the CoM of one of the actors is moved. Since the
API specifies constraint positions relative to actors, and the constraint shader functions
are supplied with coordinates relative to bodies, some synchronization is usually required
when the application moves an object's center of mass.
*/
virtual void onComShift(PxU32 actor) = 0;
/**
\brief Fetches external data for a constraint.
This function is used by the SDK to acquire a reference to the owner of a constraint and a unique
owner type ID. This information will be passed on when a breakable constraint breaks or when
#PxConstraint::getExternalReference() is called.
\param[out] typeID Unique type identifier of the external object. The value 0xffffffff is reserved and should not be used. Furthermore, if the PhysX extensions library is used, some other IDs are reserved already (see PxConstraintExtIDs)
\return Reference to the external object which owns the constraint.
@see PxConstraintInfo PxSimulationEventCallback.onConstraintBreak()
*/
virtual void* getExternalReference(PxU32& typeID) = 0;
/**
\brief virtual destructor
*/
virtual ~PxConstraintConnector() {};
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif