864 lines
26 KiB
C++
864 lines
26 KiB
C++
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 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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#include "ScBodySim.h"
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#include "ScShapeSim.h"
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#include "ScScene.h"
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#include "ScArticulationSim.h"
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#include "PxsContext.h"
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#include "PxsSimpleIslandManager.h"
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#include "PxsSimulationController.h"
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#include "ScSimStateData.h"
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using namespace physx;
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using namespace Dy;
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using namespace Sc;
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#define PX_FREEZE_INTERVAL 1.5f
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#define PX_FREE_EXIT_THRESHOLD 4.f
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#define PX_FREEZE_TOLERANCE 0.25f
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#define PX_SLEEP_DAMPING 0.5f
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#define PX_FREEZE_SCALE 0.9f
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static void updateBPGroup(ActorSim* sim)
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{
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PxU32 nbElems = sim->getNbElements();
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ElementSim** elems = sim->getElements();
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while (nbElems--)
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{
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ShapeSim* current = static_cast<ShapeSim*>(*elems++);
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current->updateBPGroup();
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}
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}
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BodySim::BodySim(Scene& scene, BodyCore& core, bool compound) :
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RigidSim (scene, core),
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mLLBody (&core.getCore(), PX_FREEZE_INTERVAL),
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mSimStateData (NULL),
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mVelModState (VMF_GRAVITY_DIRTY),
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mArticulation (NULL)
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{
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core.getCore().numCountedInteractions = 0;
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core.getCore().disableGravity = core.getActorFlags() & PxActorFlag::eDISABLE_GRAVITY;
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if(core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
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mLLBody.mInternalFlags |= PxsRigidBody::eSPECULATIVE_CCD;
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if(core.getFlags() & PxRigidBodyFlag::eENABLE_GYROSCOPIC_FORCES)
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mLLBody.mInternalFlags |= PxsRigidBody::eENABLE_GYROSCOPIC;
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if(core.getFlags() & PxRigidBodyFlag::eRETAIN_ACCELERATIONS)
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mLLBody.mInternalFlags |= PxsRigidBody::eRETAIN_ACCELERATION;
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// PT: don't read the core ptr we just wrote, use input param
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// PT: at time of writing we get a big L2 here because even though bodycore has been prefetched, the wake counter is 160 bytes away
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const bool isAwake = (core.getWakeCounter() > 0) ||
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(!core.getLinearVelocity().isZero()) ||
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(!core.getAngularVelocity().isZero());
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const bool isKine = isKinematic();
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IG::SimpleIslandManager* simpleIslandManager = scene.getSimpleIslandManager();
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if(!isArticulationLink())
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{
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mNodeIndex = simpleIslandManager->addNode(isAwake, isKine, IG::Node::eRIGID_BODY_TYPE, &mLLBody);
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}
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else
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{
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if(mArticulation)
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{
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const PxU32 linkIndex = mArticulation->findBodyIndex(*this);
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const PxNodeIndex index = mArticulation->getIslandNodeIndex();
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mNodeIndex.setIndices(index.index(), linkIndex);
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}
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}
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PX_ASSERT(mActiveListIndex == SC_NOT_IN_SCENE_INDEX);
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// A.B. need to set the compound rigid flag early enough, so that we add the rigid into
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// active list and do not create the shape bounds
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if(compound)
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raiseInternalFlag(BF_IS_COMPOUND_RIGID);
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setActive(isAwake, true);
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if(isAwake)
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{
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scene.addToActiveList(*this);
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PX_ASSERT(isActive());
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}
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else
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{
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mActiveListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX;
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mActiveCompoundListIndex = SC_NOT_IN_ACTIVE_LIST_INDEX;
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PX_ASSERT(!isActive());
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simpleIslandManager->deactivateNode(mNodeIndex);
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}
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if(isKine)
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{
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initKinematicStateBase(core, true);
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setupSimStateData(true);
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notifyPutToSleep(); // sleep state of kinematics is fully controlled by the simulation controller not the island manager
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mFilterFlags |= PxFilterObjectFlag::eKINEMATIC;
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}
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}
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BodySim::~BodySim()
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{
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Scene& scene = mScene;
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const bool active = isActive();
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tearDownSimStateData(isKinematic());
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PX_ASSERT(!mSimStateData);
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// PX-4603. AD: assuming that the articulation code cleans up the dirty state in case this is an articulation link.
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if (!isArticulationLink())
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mScene.getVelocityModifyMap().boundedReset(mNodeIndex.index());
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PX_ASSERT(!readInternalFlag(BF_ON_DEATHROW)); // Before 3.0 it could happen that destroy could get called twice. Assert to make sure this is fixed.
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raiseInternalFlag(BF_ON_DEATHROW);
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scene.removeBody(*this);
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//Articulations are represented by a single node, so they must only be removed by the articulation and not the links!
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if(mArticulation == NULL && mNodeIndex.articulationLinkId() == 0) //If it wasn't an articulation link, then we can remove it
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scene.getSimpleIslandManager()->removeNode(mNodeIndex);
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PX_ASSERT(mActiveListIndex != SC_NOT_IN_SCENE_INDEX);
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if (active)
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scene.removeFromActiveList(*this);
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mActiveListIndex = SC_NOT_IN_SCENE_INDEX;
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mActiveCompoundListIndex = SC_NOT_IN_SCENE_INDEX;
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mCore.setSim(NULL);
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}
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void BodySim::updateCached(PxBitMapPinned* shapeChangedMap)
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{
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if(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN))
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{
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PxU32 nbElems = getNbElements();
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ElementSim** elems = getElements();
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while (nbElems--)
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{
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ShapeSim* current = static_cast<ShapeSim*>(*elems++);
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current->updateCached(0, shapeChangedMap);
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}
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}
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}
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void BodySim::updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray)
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{
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PX_ASSERT(!(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN)); // PT: should not be called otherwise
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PxU32 nbElems = getNbElements();
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ElementSim** elems = getElements();
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while (nbElems--)
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{
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ShapeSim* current = static_cast<ShapeSim*>(*elems++);
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current->updateCached(transformCache, boundsArray);
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}
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}
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bool BodySim::setupSimStateData(bool isKinematic)
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{
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SimStateData* data = mSimStateData;
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if(!data)
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{
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data = mScene.getSimStateDataPool()->construct();
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if(!data)
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return false;
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}
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if(isKinematic)
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{
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PX_ASSERT(!mSimStateData || !mSimStateData->isKine());
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PX_PLACEMENT_NEW(data, SimStateData(SimStateData::eKine));
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Kinematic* kine = data->getKinematicData();
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kine->targetValid = 0;
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simStateBackupAndClearBodyProperties(data, getBodyCore().getCore());
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}
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else
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{
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PX_ASSERT(!mSimStateData || !mSimStateData->isVelMod());
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PX_PLACEMENT_NEW(data, SimStateData(SimStateData::eVelMod));
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VelocityMod* velmod = data->getVelocityModData();
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velmod->clear();
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}
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mSimStateData = data;
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return true;
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}
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void BodySim::tearDownSimStateData(bool isKinematic)
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{
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PX_ASSERT(!mSimStateData || mSimStateData->isKine() == isKinematic);
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if (mSimStateData)
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{
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if (isKinematic)
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simStateRestoreBodyProperties(mSimStateData, getBodyCore().getCore());
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mScene.getSimStateDataPool()->destroy(mSimStateData);
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mSimStateData = NULL;
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}
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}
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void BodySim::switchToKinematic()
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{
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setupSimStateData(true);
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{
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initKinematicStateBase(getBodyCore(), false);
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// - interactions need to get refiltered to make sure that kinematic-kinematic and kinematic-static pairs get suppressed
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// - unlike postSwitchToDynamic(), constraint interactions are not marked dirty here because a transition to kinematic will put the object asleep which in turn
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// triggers onDeactivate() on the constraint pairs that are active. If such pairs get deactivated, they will get removed from the list of active breakable
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// constraints automatically.
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setActorsInteractionsDirty(InteractionDirtyFlag::eBODY_KINEMATIC, NULL, InteractionFlag::eFILTERABLE);
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mScene.getSimpleIslandManager()->setKinematic(mNodeIndex);
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updateBPGroup(this);
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}
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mScene.setDynamicsDirty();
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mFilterFlags |= PxFilterObjectFlag::eKINEMATIC;
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}
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void BodySim::switchToDynamic()
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{
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tearDownSimStateData(true);
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{
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mScene.getSimpleIslandManager()->setDynamic(mNodeIndex);
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setForcesToDefaults(true);
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// - interactions need to get refiltered to make sure that former kinematic-kinematic and kinematic-static pairs get enabled
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// - switching from kinematic to dynamic does not change the sleep state of the body. The constraint interactions are marked dirty
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// to check later whether they need to be activated plus potentially tracked for constraint break testing. This special treatment
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// is necessary because constraints between two kinematic bodies are considered inactive, no matter whether one of the kinematics
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// is active (has a target) or not.
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setActorsInteractionsDirty(InteractionDirtyFlag::eBODY_KINEMATIC, NULL, InteractionFlag::eFILTERABLE | InteractionFlag::eCONSTRAINT);
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clearInternalFlag(BF_KINEMATIC_MOVE_FLAGS);
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if(isActive())
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mScene.swapInActiveBodyList(*this);
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//
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updateBPGroup(this);
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}
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mScene.setDynamicsDirty();
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mFilterFlags &= ~PxFilterObjectFlag::eKINEMATIC;
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}
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void BodySim::setKinematicTarget(const PxTransform& p)
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{
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PX_ASSERT(getSimStateData(true));
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PX_ASSERT(getSimStateData(true)->isKine());
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simStateSetKinematicTarget(getSimStateData_Unchecked(), p);
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PX_ASSERT(getSimStateData(true)->getKinematicData()->targetValid);
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raiseInternalFlag(BF_KINEMATIC_MOVED); // Important to set this here already because trigger interactions need to have this information when being activated.
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clearInternalFlag(BF_KINEMATIC_SURFACE_VELOCITY);
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}
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void BodySim::addSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc)
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{
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notifyDirtySpatialAcceleration();
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if (!mSimStateData || !mSimStateData->isVelMod())
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setupSimStateData(false);
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VelocityMod* velmod = mSimStateData->getVelocityModData();
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if (linAcc)
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velmod->accumulateLinearVelModPerSec(*linAcc);
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if (angAcc)
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velmod->accumulateAngularVelModPerSec(*angAcc);
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}
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void BodySim::setSpatialAcceleration(const PxVec3* linAcc, const PxVec3* angAcc)
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{
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notifyDirtySpatialAcceleration();
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if (!mSimStateData || !mSimStateData->isVelMod())
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setupSimStateData(false);
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VelocityMod* velmod = mSimStateData->getVelocityModData();
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if (linAcc)
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velmod->setLinearVelModPerSec(*linAcc);
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if (angAcc)
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velmod->setAngularVelModPerSec(*angAcc);
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}
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void BodySim::clearSpatialAcceleration(bool force, bool torque)
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{
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PX_ASSERT(force || torque);
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notifyDirtySpatialAcceleration();
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if (mSimStateData)
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{
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PX_ASSERT(mSimStateData->isVelMod());
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VelocityMod* velmod = mSimStateData->getVelocityModData();
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if (force)
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velmod->clearLinearVelModPerSec();
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if (torque)
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velmod->clearAngularVelModPerSec();
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}
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}
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void BodySim::addSpatialVelocity(const PxVec3* linVelDelta, const PxVec3* angVelDelta)
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{
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notifyDirtySpatialVelocity();
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if (!mSimStateData || !mSimStateData->isVelMod())
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setupSimStateData(false);
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VelocityMod* velmod = mSimStateData->getVelocityModData();
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if (linVelDelta)
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velmod->accumulateLinearVelModPerStep(*linVelDelta);
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if (angVelDelta)
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velmod->accumulateAngularVelModPerStep(*angVelDelta);
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}
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void BodySim::clearSpatialVelocity(bool force, bool torque)
|
||
|
|
{
|
||
|
|
PX_ASSERT(force || torque);
|
||
|
|
|
||
|
|
notifyDirtySpatialVelocity();
|
||
|
|
|
||
|
|
if (mSimStateData)
|
||
|
|
{
|
||
|
|
PX_ASSERT(mSimStateData->isVelMod());
|
||
|
|
VelocityMod* velmod = mSimStateData->getVelocityModData();
|
||
|
|
if (force)
|
||
|
|
velmod->clearLinearVelModPerStep();
|
||
|
|
if (torque)
|
||
|
|
velmod->clearAngularVelModPerStep();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::raiseVelocityModFlagAndNotify(VelocityModFlags flag)
|
||
|
|
{
|
||
|
|
//The dirty flag is stored separately in the BodySim so that we query the dirty flag before going to
|
||
|
|
//the expense of querying the simStateData for the velmod values.
|
||
|
|
raiseVelocityModFlag(flag);
|
||
|
|
|
||
|
|
if (!isArticulationLink())
|
||
|
|
mScene.getVelocityModifyMap().growAndSet(getNodeIndex().index());
|
||
|
|
else
|
||
|
|
mScene.addDirtyArticulationSim(getArticulation());
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::postActorFlagChange(PxU32 oldFlags, PxU32 newFlags)
|
||
|
|
{
|
||
|
|
// PT: don't convert to bool if not needed
|
||
|
|
const PxU32 wasWeightless = oldFlags & PxActorFlag::eDISABLE_GRAVITY;
|
||
|
|
const PxU32 isWeightless = newFlags & PxActorFlag::eDISABLE_GRAVITY;
|
||
|
|
|
||
|
|
if (isWeightless != wasWeightless)
|
||
|
|
{
|
||
|
|
if (mVelModState == 0)
|
||
|
|
raiseVelocityModFlag(VMF_GRAVITY_DIRTY);
|
||
|
|
|
||
|
|
getBodyCore().getCore().disableGravity = isWeightless!=0;
|
||
|
|
|
||
|
|
if(mArticulation)
|
||
|
|
mArticulation->setArticulationDirty(ArticulationDirtyFlag::eDIRTY_LINKS); // forces an update in PxgSimulationController::updateGpuArticulationSim
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::postBody2WorldChange()
|
||
|
|
{
|
||
|
|
mLLBody.saveLastCCDTransform();
|
||
|
|
notifyShapesOfTransformChange();
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::postSetWakeCounter(PxReal t, bool forceWakeUp)
|
||
|
|
{
|
||
|
|
if ((t > 0.0f) || forceWakeUp)
|
||
|
|
notifyNotReadyForSleeping();
|
||
|
|
else
|
||
|
|
{
|
||
|
|
const bool readyForSleep = checkSleepReadinessBesidesWakeCounter();
|
||
|
|
if (readyForSleep)
|
||
|
|
notifyReadyForSleeping();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::postPosePreviewChange(PxU32 posePreviewFlag)
|
||
|
|
{
|
||
|
|
if (isActive())
|
||
|
|
{
|
||
|
|
if (posePreviewFlag & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
|
||
|
|
mScene.addToPosePreviewList(*this);
|
||
|
|
else
|
||
|
|
mScene.removeFromPosePreviewList(*this);
|
||
|
|
}
|
||
|
|
else
|
||
|
|
PX_ASSERT(!mScene.isInPosePreviewList(*this));
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::activate()
|
||
|
|
{
|
||
|
|
BodyCore& core = getBodyCore();
|
||
|
|
|
||
|
|
// Activate body
|
||
|
|
{
|
||
|
|
PX_ASSERT((!isKinematic()) || notInScene() || readInternalFlag(InternalFlags(BF_KINEMATIC_MOVED | BF_KINEMATIC_SURFACE_VELOCITY))); // kinematics should only get activated when a target is set.
|
||
|
|
// exception: object gets newly added, then the state change will happen later
|
||
|
|
if(!isArticulationLink())
|
||
|
|
{
|
||
|
|
mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN);
|
||
|
|
// Put in list of activated bodies. The list gets cleared at the end of a sim step after the sleep callbacks have been fired.
|
||
|
|
mScene.onBodyWakeUp(this);
|
||
|
|
}
|
||
|
|
|
||
|
|
if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
|
||
|
|
{
|
||
|
|
PX_ASSERT(!mScene.isInPosePreviewList(*this));
|
||
|
|
mScene.addToPosePreviewList(*this);
|
||
|
|
}
|
||
|
|
createSqBounds();
|
||
|
|
}
|
||
|
|
|
||
|
|
activateInteractions(*this);
|
||
|
|
|
||
|
|
//set speculative CCD bit map if speculative CCD flag is on
|
||
|
|
if(core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
|
||
|
|
addToSpeculativeCCDMap();
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::deactivate()
|
||
|
|
{
|
||
|
|
deactivateInteractions(*this);
|
||
|
|
|
||
|
|
BodyCore& core = getBodyCore();
|
||
|
|
|
||
|
|
// Deactivate body
|
||
|
|
{
|
||
|
|
PX_ASSERT((!isKinematic()) || notInScene() || !readInternalFlag(BF_KINEMATIC_MOVED)); // kinematics should only get deactivated when no target is set.
|
||
|
|
// exception: object gets newly added, then the state change will happen later
|
||
|
|
if(!readInternalFlag(BF_ON_DEATHROW))
|
||
|
|
{
|
||
|
|
// Set velocity to 0.
|
||
|
|
// Note: this is also fine if the method gets called because the user puts something to sleep (this behavior is documented in the API)
|
||
|
|
PX_ASSERT(core.getWakeCounter() == 0.0f);
|
||
|
|
const PxVec3 zero(0.0f);
|
||
|
|
core.setLinearVelocityInternal(zero);
|
||
|
|
core.setAngularVelocityInternal(zero);
|
||
|
|
|
||
|
|
setForcesToDefaults(!core.getCore().disableGravity);
|
||
|
|
}
|
||
|
|
|
||
|
|
if(!isArticulationLink()) // Articulations have their own sleep logic.
|
||
|
|
mScene.onBodySleep(this);
|
||
|
|
|
||
|
|
if(core.getFlags() & PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW)
|
||
|
|
{
|
||
|
|
PX_ASSERT(mScene.isInPosePreviewList(*this));
|
||
|
|
mScene.removeFromPosePreviewList(*this);
|
||
|
|
}
|
||
|
|
destroySqBounds();
|
||
|
|
}
|
||
|
|
|
||
|
|
// reset speculative CCD bit map if speculative CCD flag is on
|
||
|
|
if(core.getFlags() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
|
||
|
|
removeFromSpeculativeCCDMap();
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::wakeUp()
|
||
|
|
{
|
||
|
|
setActive(true);
|
||
|
|
notifyWakeUp();
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::putToSleep()
|
||
|
|
{
|
||
|
|
PX_ASSERT(getBodyCore().getWakeCounter() == 0.0f);
|
||
|
|
PX_ASSERT(getBodyCore().getLinearVelocity().isZero());
|
||
|
|
PX_ASSERT(getBodyCore().getAngularVelocity().isZero());
|
||
|
|
|
||
|
|
notifyDirtySpatialAcceleration();
|
||
|
|
notifyDirtySpatialVelocity();
|
||
|
|
simStateClearVelMod(getSimStateData_Unchecked());
|
||
|
|
|
||
|
|
setActive(false);
|
||
|
|
notifyPutToSleep();
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::internalWakeUp(PxReal wakeCounterValue)
|
||
|
|
{
|
||
|
|
if(mArticulation)
|
||
|
|
mArticulation->internalWakeUp(wakeCounterValue);
|
||
|
|
else
|
||
|
|
internalWakeUpBase(wakeCounterValue);
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::internalWakeUpArticulationLink(PxReal wakeCounterValue)
|
||
|
|
{
|
||
|
|
PX_ASSERT(mArticulation);
|
||
|
|
internalWakeUpBase(wakeCounterValue);
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::internalWakeUpBase(PxReal wakeCounterValue) //this one can only increase the wake counter, not decrease it, so it can't be used to put things to sleep!
|
||
|
|
{
|
||
|
|
if ((!isKinematic()) && (getBodyCore().getWakeCounter() < wakeCounterValue))
|
||
|
|
{
|
||
|
|
PX_ASSERT(wakeCounterValue > 0.0f);
|
||
|
|
getBodyCore().setWakeCounterFromSim(wakeCounterValue);
|
||
|
|
|
||
|
|
//we need to update the gpu body sim because we reset the wake counter for the body core
|
||
|
|
mScene.updateBodySim(*this);
|
||
|
|
setActive(true);
|
||
|
|
notifyWakeUp();
|
||
|
|
|
||
|
|
if(0) // PT: commented-out for PX-2197
|
||
|
|
mLLBody.mInternalFlags &= (~PxsRigidBody::eFROZEN);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::notifyReadyForSleeping()
|
||
|
|
{
|
||
|
|
if(mArticulation == NULL)
|
||
|
|
mScene.getSimpleIslandManager()->deactivateNode(mNodeIndex);
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::notifyNotReadyForSleeping()
|
||
|
|
{
|
||
|
|
mScene.getSimpleIslandManager()->activateNode(mNodeIndex);
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::notifyWakeUp()
|
||
|
|
{
|
||
|
|
mScene.getSimpleIslandManager()->activateNode(mNodeIndex);
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::notifyPutToSleep()
|
||
|
|
{
|
||
|
|
mScene.getSimpleIslandManager()->putNodeToSleep(mNodeIndex);
|
||
|
|
}
|
||
|
|
|
||
|
|
//This function will be called by CPU sleepCheck code
|
||
|
|
// PT: TODO: actually this seems to be only called by the articulation sim code, while regular rigid bodies use a copy of that code in LowLevelDynamics?
|
||
|
|
PxReal BodySim::updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector& motionVelocity)
|
||
|
|
{
|
||
|
|
// update the body's sleep state and
|
||
|
|
BodyCore& core = getBodyCore();
|
||
|
|
|
||
|
|
const PxReal wakeCounterResetTime = ScInternalWakeCounterResetValue;
|
||
|
|
|
||
|
|
PxReal wc = core.getWakeCounter();
|
||
|
|
|
||
|
|
{
|
||
|
|
PxVec3 bcSleepLinVelAcc = mLLBody.mSleepLinVelAcc;
|
||
|
|
PxVec3 bcSleepAngVelAcc = mLLBody.mSleepAngVelAcc;
|
||
|
|
|
||
|
|
if(wc < wakeCounterResetTime * 0.5f || wc < dt)
|
||
|
|
{
|
||
|
|
const PxTransform& body2World = getBody2World();
|
||
|
|
|
||
|
|
// calculate normalized energy: kinetic energy divided by mass
|
||
|
|
const PxVec3 t = core.getInverseInertia();
|
||
|
|
const PxVec3 inertia(t.x > 0.0f ? 1.0f/t.x : 1.0f, t.y > 0.0f ? 1.0f/t.y : 1.0f, t.z > 0.0f ? 1.0f/t.z : 1.0f);
|
||
|
|
|
||
|
|
PxVec3 sleepLinVelAcc = motionVelocity.linear;
|
||
|
|
PxVec3 sleepAngVelAcc = body2World.q.rotateInv(motionVelocity.angular);
|
||
|
|
|
||
|
|
bcSleepLinVelAcc += sleepLinVelAcc;
|
||
|
|
bcSleepAngVelAcc += sleepAngVelAcc;
|
||
|
|
|
||
|
|
PxReal invMass = core.getInverseMass();
|
||
|
|
if(invMass == 0.0f)
|
||
|
|
invMass = 1.0f;
|
||
|
|
|
||
|
|
const PxReal angular = bcSleepAngVelAcc.multiply(bcSleepAngVelAcc).dot(inertia) * invMass;
|
||
|
|
const PxReal linear = bcSleepLinVelAcc.magnitudeSquared();
|
||
|
|
const PxReal normalizedEnergy = 0.5f * (angular + linear);
|
||
|
|
|
||
|
|
// scale threshold by cluster factor (more contacts => higher sleep threshold)
|
||
|
|
const PxReal clusterFactor = PxReal(1 + getNumCountedInteractions());
|
||
|
|
const PxReal threshold = clusterFactor*energyThreshold;
|
||
|
|
|
||
|
|
if (normalizedEnergy >= threshold)
|
||
|
|
{
|
||
|
|
PX_ASSERT(isActive());
|
||
|
|
mLLBody.resetSleepFilter();
|
||
|
|
const float factor = threshold == 0.0f ? 2.0f : PxMin(normalizedEnergy/threshold, 2.0f);
|
||
|
|
PxReal oldWc = wc;
|
||
|
|
wc = factor * 0.5f * wakeCounterResetTime + dt * (clusterFactor - 1.0f);
|
||
|
|
core.setWakeCounterFromSim(wc);
|
||
|
|
if (oldWc == 0.0f) // for the case where a sleeping body got activated by the system (not the user) AND got processed by the solver as well
|
||
|
|
notifyNotReadyForSleeping();
|
||
|
|
|
||
|
|
return wc;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
mLLBody.mSleepLinVelAcc = bcSleepLinVelAcc;
|
||
|
|
mLLBody.mSleepAngVelAcc = bcSleepAngVelAcc;
|
||
|
|
}
|
||
|
|
|
||
|
|
wc = PxMax(wc-dt, 0.0f);
|
||
|
|
core.setWakeCounterFromSim(wc);
|
||
|
|
return wc;
|
||
|
|
}
|
||
|
|
|
||
|
|
PX_FORCE_INLINE void BodySim::initKinematicStateBase(BodyCore&, bool asPartOfCreation)
|
||
|
|
{
|
||
|
|
PX_ASSERT(!readInternalFlag(BF_KINEMATIC_MOVED));
|
||
|
|
|
||
|
|
if (!asPartOfCreation && isActive())
|
||
|
|
mScene.swapInActiveBodyList(*this);
|
||
|
|
|
||
|
|
//mLLBody.setAccelerationV(Cm::SpatialVector::zero());
|
||
|
|
|
||
|
|
// Need to be before setting setRigidBodyFlag::KINEMATIC
|
||
|
|
}
|
||
|
|
|
||
|
|
bool BodySim::updateForces(PxReal dt, PxsRigidBody** updatedBodySims, PxU32* updatedBodyNodeIndices, PxU32& index, Cm::SpatialVector* acceleration,
|
||
|
|
PxsExternalAccelerationProvider* externalAccelerations, PxU32 maxNumExternalAccelerations)
|
||
|
|
{
|
||
|
|
PxVec3 linVelDt(0.0f), angVelDt(0.0f);
|
||
|
|
|
||
|
|
const bool accDirty = readVelocityModFlag(VMF_ACC_DIRTY);
|
||
|
|
const bool velDirty = readVelocityModFlag(VMF_VEL_DIRTY);
|
||
|
|
|
||
|
|
SimStateData* simStateData = NULL;
|
||
|
|
|
||
|
|
bool forceChangeApplied = false;
|
||
|
|
|
||
|
|
//if we change the logic like this, which means we don't need to have two separate variables in the pxgbodysim to represent linAcc and angAcc. However, this
|
||
|
|
//means angAcc will be always 0
|
||
|
|
if( (accDirty || velDirty) && ((simStateData = getSimStateData(false)) != NULL) )
|
||
|
|
{
|
||
|
|
VelocityMod* velmod = simStateData->getVelocityModData();
|
||
|
|
|
||
|
|
//we don't have support for articulation yet
|
||
|
|
if (updatedBodySims)
|
||
|
|
{
|
||
|
|
updatedBodySims[index] = &getLowLevelBody();
|
||
|
|
updatedBodyNodeIndices[index++] = getNodeIndex().index();
|
||
|
|
}
|
||
|
|
|
||
|
|
if(velDirty)
|
||
|
|
{
|
||
|
|
linVelDt = velmod->getLinearVelModPerStep();
|
||
|
|
angVelDt = velmod->getAngularVelModPerStep();
|
||
|
|
}
|
||
|
|
|
||
|
|
if (accDirty)
|
||
|
|
{
|
||
|
|
linVelDt += velmod->getLinearVelModPerSec()*dt;
|
||
|
|
angVelDt += velmod->getAngularVelModPerSec()*dt;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (acceleration)
|
||
|
|
{
|
||
|
|
const PxReal invDt = 1.f / dt;
|
||
|
|
acceleration->linear = linVelDt * invDt;
|
||
|
|
acceleration->angular = angVelDt * invDt;
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
if (mScene.getFlags() & PxSceneFlag::eENABLE_EXTERNAL_FORCES_EVERY_ITERATION_TGS)
|
||
|
|
{
|
||
|
|
if (linVelDt != PxVec3(0.0f) || angVelDt != PxVec3(0.0f))
|
||
|
|
{
|
||
|
|
const PxReal invDt = 1.f / dt;
|
||
|
|
PxsRigidBodyExternalAcceleration acc(linVelDt * invDt, angVelDt * invDt);
|
||
|
|
externalAccelerations->setValue(acc, getNodeIndex().index(), maxNumExternalAccelerations);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
getBodyCore().updateVelocities(linVelDt, angVelDt);
|
||
|
|
}
|
||
|
|
|
||
|
|
forceChangeApplied = true;
|
||
|
|
}
|
||
|
|
|
||
|
|
setForcesToDefaults(readVelocityModFlag(VMF_ACC_DIRTY));
|
||
|
|
|
||
|
|
return forceChangeApplied;
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::onConstraintDetach()
|
||
|
|
{
|
||
|
|
PX_ASSERT(readInternalFlag(BF_HAS_CONSTRAINTS));
|
||
|
|
|
||
|
|
PxU32 size = getActorInteractionCount();
|
||
|
|
Interaction** interactions = getActorInteractions();
|
||
|
|
unregisterCountedInteraction();
|
||
|
|
|
||
|
|
while(size--)
|
||
|
|
{
|
||
|
|
const Interaction* interaction = *interactions++;
|
||
|
|
if(interaction->getType() == InteractionType::eCONSTRAINTSHADER)
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
clearInternalFlag(BF_HAS_CONSTRAINTS); // There are no other constraint interactions left
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::setArticulation(ArticulationSim* a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex)
|
||
|
|
{
|
||
|
|
mArticulation = a;
|
||
|
|
if(a)
|
||
|
|
{
|
||
|
|
PxNodeIndex index = mArticulation->getIslandNodeIndex();
|
||
|
|
mNodeIndex.setIndices(index.index(), bodyIndex);
|
||
|
|
getBodyCore().setWakeCounterFromSim(wakeCounter);
|
||
|
|
|
||
|
|
if (getFlagsFast() & PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD)
|
||
|
|
mScene.setSpeculativeCCDArticulationLink(mNodeIndex.index());
|
||
|
|
|
||
|
|
//Articulations defer registering their shapes with the nphaseContext until the IG node index is known.
|
||
|
|
{
|
||
|
|
// PT: TODO: skip this on CPU
|
||
|
|
PxvNphaseImplementationContext* ctx = mScene.getLowLevelContext()->getNphaseImplementationContext();
|
||
|
|
ElementSim** current = getElements();
|
||
|
|
PxU32 nbElements = getNbElements();
|
||
|
|
while (nbElements--)
|
||
|
|
{
|
||
|
|
ShapeSim* sim = static_cast<ShapeSim*>(*current++);
|
||
|
|
ctx->registerShape(mNodeIndex, sim->getCore().getCore(), sim->getElementID(), sim->getActor().getPxActor());
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
//Force node index into LL shapes
|
||
|
|
{
|
||
|
|
PxsSimulationController* sc = getScene().getSimulationController();
|
||
|
|
if(sc->mGPU)
|
||
|
|
{
|
||
|
|
const PxNodeIndex nodeIndex = mNodeIndex;
|
||
|
|
PxU32 nbElems = getNbElements();
|
||
|
|
ElementSim** elems = getElements();
|
||
|
|
while (nbElems--)
|
||
|
|
{
|
||
|
|
ShapeSim* sim = static_cast<ShapeSim*>(*elems++);
|
||
|
|
sc->setPxgShapeBodyNodeIndex(nodeIndex, sim->getElementID());
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (a->getCore().getArticulationFlags() & PxArticulationFlag::eDISABLE_SELF_COLLISION)
|
||
|
|
{
|
||
|
|
//We need to reset the group IDs for all shapes in this body...
|
||
|
|
ElementSim** current = getElements();
|
||
|
|
PxU32 nbElements = getNbElements();
|
||
|
|
|
||
|
|
Bp::AABBManagerBase* aabbMgr = mScene.getAABBManager();
|
||
|
|
|
||
|
|
Bp::FilterGroup::Enum rootGroup = Bp::getFilterGroup(false, a->getRootActorIndex(), false);
|
||
|
|
|
||
|
|
while (nbElements--)
|
||
|
|
{
|
||
|
|
ShapeSim* sim = static_cast<ShapeSim*>(*current++);
|
||
|
|
aabbMgr->setBPGroup(sim->getElementID(), rootGroup);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (!asleep)
|
||
|
|
{
|
||
|
|
setActive(true);
|
||
|
|
notifyWakeUp();
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
notifyReadyForSleeping();
|
||
|
|
notifyPutToSleep();
|
||
|
|
setActive(false);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
//Setting a 1 in the articulation ID to avoid returning the node Index to the node index
|
||
|
|
//manager
|
||
|
|
mNodeIndex.setIndices(PX_INVALID_NODE, 1);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::createSqBounds()
|
||
|
|
{
|
||
|
|
if(!isActive() || usingSqKinematicTarget() || readInternalFlag(BF_IS_COMPOUND_RIGID))
|
||
|
|
return;
|
||
|
|
|
||
|
|
PX_ASSERT(!isFrozen());
|
||
|
|
|
||
|
|
PxU32 nbElems = getNbElements();
|
||
|
|
ElementSim** elems = getElements();
|
||
|
|
while (nbElems--)
|
||
|
|
{
|
||
|
|
ShapeSim* current = static_cast<ShapeSim*>(*elems++);
|
||
|
|
current->createSqBounds();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::destroySqBounds()
|
||
|
|
{
|
||
|
|
PxU32 nbElems = getNbElements();
|
||
|
|
ElementSim** elems = getElements();
|
||
|
|
while (nbElems--)
|
||
|
|
{
|
||
|
|
ShapeSim* current = static_cast<ShapeSim*>(*elems++);
|
||
|
|
current->destroySqBounds();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::freezeTransforms(PxBitMapPinned* shapeChangedMap)
|
||
|
|
{
|
||
|
|
PxU32 nbElems = getNbElements();
|
||
|
|
ElementSim** elems = getElements();
|
||
|
|
while (nbElems--)
|
||
|
|
{
|
||
|
|
ShapeSim* sim = static_cast<ShapeSim*>(*elems++);
|
||
|
|
sim->updateCached(PxsTransformFlag::eFROZEN, shapeChangedMap);
|
||
|
|
sim->destroySqBounds();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void BodySim::disableCompound()
|
||
|
|
{
|
||
|
|
if(isActive())
|
||
|
|
mScene.removeFromActiveCompoundBodyList(*this);
|
||
|
|
clearInternalFlag(BF_IS_COMPOUND_RIGID);
|
||
|
|
}
|
||
|
|
|