114 lines
4.5 KiB
C++
114 lines
4.5 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 "CmUtils.h"
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#include "DySolverBody.h"
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#include "PxsRigidBody.h"
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#include "PxvDynamics.h"
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#include "foundation/PxSIMDHelpers.h"
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using namespace physx;
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// PT: TODO: SIMDify all this...
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void Dy::copyToSolverBodyData(const PxVec3& linearVelocity, const PxVec3& angularVelocity, PxReal invMass, const PxVec3& invInertia, const PxTransform& globalPose,
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PxReal maxDepenetrationVelocity, PxReal maxContactImpulse, PxU32 nodeIndex, PxReal reportThreshold, PxSolverBodyData& data, PxU32 lockFlags,
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PxReal dt, bool gyroscopicForces)
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{
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data.nodeIndex = nodeIndex;
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const PxVec3 safeSqrtInvInertia = computeSafeSqrtInertia(invInertia);
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const PxMat33Padded rotation(globalPose.q);
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Cm::transformInertiaTensor(safeSqrtInvInertia, rotation, data.sqrtInvInertia);
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PxVec3 ang = angularVelocity;
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PxVec3 lin = linearVelocity;
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if (gyroscopicForces)
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{
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const PxVec3 localInertia(
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invInertia.x == 0.f ? 0.f : 1.f / invInertia.x,
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invInertia.y == 0.f ? 0.f : 1.f / invInertia.y,
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invInertia.z == 0.f ? 0.f : 1.f / invInertia.z);
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const PxVec3 localAngVel = globalPose.q.rotateInv(ang);
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const PxVec3 origMom = localInertia.multiply(localAngVel);
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const PxVec3 torque = -localAngVel.cross(origMom);
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PxVec3 newMom = origMom + torque * dt;
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const PxReal denom = newMom.magnitude();
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const PxReal ratio = denom > 0.f ? origMom.magnitude() / denom : 0.f;
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newMom *= ratio;
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const PxVec3 newDeltaAngVel = globalPose.q.rotate(invInertia.multiply(newMom) - localAngVel);
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ang += newDeltaAngVel;
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}
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if (lockFlags)
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{
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X)
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data.linearVelocity.x = 0.f;
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y)
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data.linearVelocity.y = 0.f;
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z)
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data.linearVelocity.z = 0.f;
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//KS - technically, we can zero the inertia columns and produce stiffer constraints. However, this can cause numerical issues with the
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//joint solver, which is fixed by disabling joint preprocessing and setting minResponseThreshold to some reasonable value > 0. However, until
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//this is handled automatically, it's probably better not to zero these inertia rows
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X)
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{
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ang.x = 0.f;
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//data.sqrtInvInertia.column0 = PxVec3(0.f);
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}
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y)
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{
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ang.y = 0.f;
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//data.sqrtInvInertia.column1 = PxVec3(0.f);
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}
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if (lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z)
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{
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ang.z = 0.f;
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//data.sqrtInvInertia.column2 = PxVec3(0.f);
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}
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}
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PX_ASSERT(lin.isFinite());
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PX_ASSERT(ang.isFinite());
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data.angularVelocity = ang;
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data.linearVelocity = lin;
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data.invMass = invMass;
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data.penBiasClamp = maxDepenetrationVelocity;
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data.maxContactImpulse = maxContactImpulse;
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data.body2World = globalPose;
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data.reportThreshold = reportThreshold;
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}
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