// 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 // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // 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) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "foundation/PxAllocator.h" #include "vehicle2/PxVehicleParams.h" #include "vehicle2/physxConstraints/PxVehiclePhysXConstraintStates.h" #include "vehicle2/physxConstraints/PxVehiclePhysXConstraintHelpers.h" #include "vehicle2/physxActor/PxVehiclePhysXActorStates.h" #include "PxConstraintDesc.h" #include "PxConstraint.h" #include "PxPhysics.h" #include "PxRigidDynamic.h" #include "PxArticulationLink.h" namespace physx { namespace vehicle2 { PxConstraintShaderTable gVehicleConstraintTable = { vehicleConstraintSolverPrep, visualiseVehicleConstraint, PxConstraintFlag::Enum(0) }; void PxVehicleConstraintsCreate( const PxVehicleAxleDescription& axleDescription, PxPhysics& physics, PxRigidBody& physxActor, PxVehiclePhysXConstraints& vehicleConstraints) { vehicleConstraints.setToDefault(); //Each PxConstraint has a limit of 12 1d constraints. //Each wheel has longitudinal, lateral and suspension limit degrees of freedom. //This sums up to 3 dofs per wheel and 12 dofs per 4 wheels. //4 wheels therefore equals 1 PxConstraint //Iterate over each block of 4 wheels and create a PxConstraints for each block of 4. PxU32 constraintIndex = 0; for(PxU32 i = 0; i < axleDescription.getNbWheels(); i+= PxVehiclePhysXConstraintLimits::eNB_WHEELS_PER_PXCONSTRAINT) { void* memory = PX_ALLOC(sizeof(PxVehicleConstraintConnector), PxVehicleConstraintConnector); PxVehicleConstraintConnector* pxConnector = PX_PLACEMENT_NEW(memory, PxVehicleConstraintConnector)(vehicleConstraints.constraintStates + i); PxConstraint* pxConstraint = physics.createConstraint(&physxActor, NULL, *pxConnector, gVehicleConstraintTable, sizeof(PxVehiclePhysXConstraintState)*PxVehiclePhysXConstraintLimits::eNB_WHEELS_PER_PXCONSTRAINT); vehicleConstraints.constraints[constraintIndex] = pxConstraint; vehicleConstraints.constraintConnectors[constraintIndex] = pxConnector; constraintIndex++; } } void PxVehicleConstraintsDirtyStateUpdate (PxVehiclePhysXConstraints& vehicleConstraints) { for (PxU32 i = 0; i < PxVehiclePhysXConstraintLimits::eNB_CONSTRAINTS_PER_VEHICLE; i++) { if (vehicleConstraints.constraints[i]) { vehicleConstraints.constraints[i]->markDirty(); } } } void PxVehicleConstraintsDestroy( PxVehiclePhysXConstraints& vehicleConstraints) { for (PxU32 i = 0; i < PxVehiclePhysXConstraintLimits::eNB_CONSTRAINTS_PER_VEHICLE; i++) { if (vehicleConstraints.constraints[i]) { vehicleConstraints.constraints[i]->release(); vehicleConstraints.constraints[i] = NULL; } if (vehicleConstraints.constraintConnectors[i]) { vehicleConstraints.constraintConnectors[i]->~PxVehicleConstraintConnector(); PX_FREE(vehicleConstraints.constraintConnectors[i]); vehicleConstraints.constraintConnectors[i] = NULL; } } } } //namespace vehicle2 } //namespace physx