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- //
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
- // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2008-2026 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_SCP_BODYCORE
- #define PX_PHYSICS_SCP_BODYCORE
+ #ifndef SC_BODY_CORE_H
+ #define SC_BODY_CORE_H
#include "foundation/PxTransform.h"
#include "ScRigidCore.h"
#include "PxRigidDynamic.h"
#include "PxvDynamics.h"
- #include "PxvConfig.h"
- #include "PsPool.h"
+ #include "PxPhysXConfig.h"
namespace physx
{
- class PxRigidBodyDesc;
-
namespace Sc
{
class BodySim;
- struct SimStateData;
-
- struct KinematicTransform
- {
- PxTransform targetPose; // The body will move to this pose over the superstep following this getting set.
- PxU8 targetValid; // User set a kinematic target.
- PxU8 pad[2];
- PxU8 type;
- };
class BodyCore : public RigidCore
{
- //= ATTENTION! =====================================================================================
- // Changing the data layout of this class breaks the binary serialization format. See comments for
- // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
- // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
- // accordingly.
- //==================================================================================================
-
- //---------------------------------------------------------------------------------
- // Construction, destruction & initialization
- //---------------------------------------------------------------------------------
public:
// PX_SERIALIZATION
- BodyCore(const PxEMPTY) : RigidCore(PxEmpty), mCore(PxEmpty), mSimStateData(NULL) {}
- static void getBinaryMetaData(PxOutputStream& stream);
- void disableInternalCaching(bool disable);
- void restoreDynamicData();
+ BodyCore(const PxEMPTY) : RigidCore(PxEmpty), mCore(PxEmpty) {}
+ void restoreDynamicData();
//~PX_SERIALIZATION
BodyCore(PxActorType::Enum type, const PxTransform& bodyPose);
- /*virtual*/ ~BodyCore();
+ ~BodyCore();
//---------------------------------------------------------------------------------
// External API
//---------------------------------------------------------------------------------
PX_FORCE_INLINE const PxTransform& getBody2World() const { return mCore.body2World; }
void setBody2World(const PxTransform& p);
+ void setCMassLocalPose(const PxTransform& body2Actor);
+
PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { return mCore.linearVelocity; }
- void setLinearVelocity(const PxVec3& v);
+ void setLinearVelocity(const PxVec3& v, bool skipBodySimUpdate=false);
PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { return mCore.angularVelocity; }
- void setAngularVelocity(const PxVec3& v);
+ void setAngularVelocity(const PxVec3& v, bool skipBodySimUpdate=false);
+ PX_FORCE_INLINE PxReal getCfmScale() const { return mCore.cfmScale; }
+ void setCfmScale(PxReal d);
+
PX_FORCE_INLINE void updateVelocities(const PxVec3& linearVelModPerStep, const PxVec3& angularVelModPerStep)
{
mCore.linearVelocity += linearVelModPerStep;
mCore.angularVelocity += angularVelModPerStep;
}
PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return mCore.getBody2Actor(); }
void setBody2Actor(const PxTransform& p);
- void addSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc);
- void setSpatialAcceleration(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linAcc, const PxVec3* angAcc);
+ void addSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc);
+ void setSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc);
void clearSpatialAcceleration(bool force, bool torque);
- void addSpatialVelocity(Ps::Pool<SimStateData>* simStateDataPool, const PxVec3* linVelDelta, const PxVec3* angVelDelta);
+ void addSpatialVelocity(const PxVec3* linVelDelta, const PxVec3* angVelDelta);
void clearSpatialVelocity(bool force, bool torque);
PX_FORCE_INLINE PxReal getMaxPenetrationBias() const { return mCore.maxPenBias; }
PX_FORCE_INLINE void setMaxPenetrationBias(PxReal p) { mCore.maxPenBias = p; }
PxReal getInverseMass() const;
void setInverseMass(PxReal m);
const PxVec3& getInverseInertia() const;
void setInverseInertia(const PxVec3& i);
PxReal getLinearDamping() const;
void setLinearDamping(PxReal d);
PxReal getAngularDamping() const;
void setAngularDamping(PxReal d);
PX_FORCE_INLINE PxRigidBodyFlags getFlags() const { return mCore.mFlags; }
- void setFlags(Ps::Pool<SimStateData>* simStateDataPool, PxRigidBodyFlags f);
+ void setFlags(PxRigidBodyFlags f);
PX_FORCE_INLINE PxRigidDynamicLockFlags getRigidDynamicLockFlags() const { return mCore.lockFlags; }
PX_FORCE_INLINE void setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags) { mCore.lockFlags = flags; }
PX_FORCE_INLINE PxReal getSleepThreshold() const { return mCore.sleepThreshold; }
void setSleepThreshold(PxReal t);
PX_FORCE_INLINE PxReal getFreezeThreshold() const { return mCore.freezeThreshold; }
void setFreezeThreshold(PxReal t);
PX_FORCE_INLINE PxReal getMaxContactImpulse() const { return mCore.maxContactImpulse; }
void setMaxContactImpulse(PxReal m);
- PxU32 getInternalIslandNodeIndex() const;
+ PX_FORCE_INLINE PxReal getOffsetSlop() const { return mCore.offsetSlop; }
+ void setOffsetSlop(PxReal slop);
+
+ PxNodeIndex getInternalIslandNodeIndex() const;
PX_FORCE_INLINE PxReal getWakeCounter() const { return mCore.wakeCounter; }
void setWakeCounter(PxReal wakeCounter, bool forceWakeUp=false);
bool isSleeping() const;
PX_FORCE_INLINE void wakeUp(PxReal wakeCounter) { setWakeCounter(wakeCounter, true); }
void putToSleep();
PxReal getMaxAngVelSq() const;
void setMaxAngVelSq(PxReal v);
PxReal getMaxLinVelSq() const;
void setMaxLinVelSq(PxReal v);
PX_FORCE_INLINE PxU16 getSolverIterationCounts() const { return mCore.solverIterationCounts; }
void setSolverIterationCounts(PxU16 c);
bool getKinematicTarget(PxTransform& p) const;
bool getHasValidKinematicTarget() const;
- void setKinematicTarget(Ps::Pool<SimStateData>* simStateDataPool, const PxTransform& p, PxReal wakeCounter);
+ void setKinematicTarget(const PxTransform& p, PxReal wakeCounter);
void invalidateKinematicTarget();
-
PX_FORCE_INLINE PxReal getContactReportThreshold() const { return mCore.contactReportThreshold; }
void setContactReportThreshold(PxReal t) { mCore.contactReportThreshold = t; }
void onOriginShift(const PxVec3& shift);
//---------------------------------------------------------------------------------
// Internal API
//---------------------------------------------------------------------------------
PX_FORCE_INLINE void setLinearVelocityInternal(const PxVec3& v) { mCore.linearVelocity = v; }
PX_FORCE_INLINE void setAngularVelocityInternal(const PxVec3& v) { mCore.angularVelocity = v; }
PX_FORCE_INLINE void setWakeCounterFromSim(PxReal c) { mCore.wakeCounter = c; }
BodySim* getSim() const;
PX_FORCE_INLINE PxsBodyCore& getCore() { return mCore; }
PX_FORCE_INLINE const PxsBodyCore& getCore() const { return mCore; }
+ static PX_FORCE_INLINE size_t getCoreOffset() { return PX_OFFSET_OF_RT(BodyCore, mCore); }
PX_FORCE_INLINE PxReal getCCDAdvanceCoefficient() const { return mCore.ccdAdvanceCoefficient; }
PX_FORCE_INLINE void setCCDAdvanceCoefficient(PxReal c) { mCore.ccdAdvanceCoefficient = c; }
- bool setupSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic, const bool targetValid = false);
- void tearDownSimStateData(Ps::Pool<SimStateData>* simStateDataPool, const bool isKinematic);
+ void onRemoveKinematicFromScene();
- bool checkSimStateKinematicStatus(bool) const;
+ PxIntBool isFrozen() const;
- Ps::IntBool isFrozen() const;
+ static PX_FORCE_INLINE BodyCore& getCore(PxsBodyCore& core)
+ {
+ return *reinterpret_cast<BodyCore*>(reinterpret_cast<PxU8*>(&core) - getCoreOffset());
+ }
- PX_FORCE_INLINE const SimStateData* getSimStateData(bool isKinematic) const { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
- PX_FORCE_INLINE SimStateData* getSimStateData(bool isKinematic) { return (mSimStateData && (checkSimStateKinematicStatus(isKinematic)) ? mSimStateData : NULL); }
-
- PX_FORCE_INLINE SimStateData* getSimStateData_Unchecked() const { return mSimStateData; }
-
- static PX_FORCE_INLINE size_t getCoreOffset() { return PX_OFFSET_OF_RT(BodyCore, mCore); }
-
- static PX_FORCE_INLINE BodyCore& getCore(PxsBodyCore& core) { return *reinterpret_cast<BodyCore*>(reinterpret_cast<PxU8*>(&core) - getCoreOffset()); }
-
- void setKinematicLink(const bool value);
+ static PX_FORCE_INLINE BodyCore& getCore(const PxsBodyCore& core)
+ {
+ return *reinterpret_cast<BodyCore*>(reinterpret_cast<PxU8*>(&const_cast<PxsBodyCore&>(core)) - getCoreOffset());
+ }
+ void setFixedBaseLink(bool value);
private:
- void backup(SimStateData&);
- void restore();
-
PX_ALIGN_PREFIX(16) PxsBodyCore mCore PX_ALIGN_SUFFIX(16);
- SimStateData* mSimStateData;
};
- PxActor* getPxActorFromBodyCore(Sc::BodyCore* bodyCore, PxActorType::Enum& type);
-
} // namespace Sc
}
#endif