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All rights reserved. #ifndef SC_SIM_STATE_DATA_H #define SC_SIM_STATE_DATA_H #include "foundation/PxMemory.h" #include "ScBodyCore.h" namespace physx { namespace Sc { 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; }; struct Kinematic : public KinematicTransform { // The following members buffer the original body data to restore them when switching back to dynamic body // (for kinematics the corresponding LowLevel properties are set to predefined values) PxVec3 backupInverseInertia; // The inverse of the body space inertia tensor PxReal backupInvMass; // The inverse of the body mass PxReal backupLinearDamping; // The velocity is scaled by (1.0f - this * dt) inside integrateVelocity() every substep. PxReal backupAngularDamping; PxReal backupMaxAngVelSq; // The angular velocity's magnitude is clamped to this maximum value. PxReal backupMaxLinVelSq; // The angular velocity's magnitude is clamped to this maximum value }; PX_COMPILE_TIME_ASSERT(0 == (sizeof(Kinematic) & 0x0f)); enum VelocityModFlags { VMF_GRAVITY_DIRTY = (1 << 0), VMF_ACC_DIRTY = (1 << 1), VMF_VEL_DIRTY = (1 << 2) }; // Important: Struct is reset in setForcesToDefaults. struct VelocityMod { PxVec3 linearPerSec; // A request to change the linear velocity by this much each second. The velocity is changed by this * dt inside integrateVelocity(). PxU8 pad0[4]; PxVec3 angularPerSec; PxU8 pad1[3]; PxU8 type; PxVec3 linearPerStep; // A request to change the linear velocity by this much the next step. The velocity is changed inside updateForces(). PxU32 pad2; PxVec3 angularPerStep; PxU32 pad3; PX_FORCE_INLINE void clear() { linearPerSec = angularPerSec = linearPerStep = angularPerStep = PxVec3(0.0f); } PX_FORCE_INLINE void clearPerStep() { linearPerStep = angularPerStep = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getLinearVelModPerSec() const { return linearPerSec; } PX_FORCE_INLINE void accumulateLinearVelModPerSec(const PxVec3& v) { linearPerSec += v; } PX_FORCE_INLINE void setLinearVelModPerSec(const PxVec3& v) { linearPerSec = v; } PX_FORCE_INLINE void clearLinearVelModPerSec() { linearPerSec = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getLinearVelModPerStep() const { return linearPerStep; } PX_FORCE_INLINE void accumulateLinearVelModPerStep(const PxVec3& v) { linearPerStep += v; } PX_FORCE_INLINE void clearLinearVelModPerStep() { linearPerStep = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getAngularVelModPerSec() const { return angularPerSec; } PX_FORCE_INLINE void accumulateAngularVelModPerSec(const PxVec3& v) { angularPerSec += v; } PX_FORCE_INLINE void setAngularVelModPerSec(const PxVec3& v) { angularPerSec = v; } PX_FORCE_INLINE void clearAngularVelModPerSec() { angularPerSec = PxVec3(0.0f); } PX_FORCE_INLINE const PxVec3& getAngularVelModPerStep() const { return angularPerStep; } PX_FORCE_INLINE void accumulateAngularVelModPerStep(const PxVec3& v) { angularPerStep += v; } PX_FORCE_INLINE void clearAngularVelModPerStep() { angularPerStep = PxVec3(0.0f); } }; PX_COMPILE_TIME_ASSERT(sizeof(VelocityMod) == sizeof(Kinematic)); // Structure to store data either for kinematics (target pose etc.) or for dynamics (vel and accel changes). // note: we do not delete this object for kinematics even if no target is set. struct SimStateData : public PxUserAllocated // TODO: may want to optimize the allocation of this further. { PxU8 data[sizeof(Kinematic)]; enum Enum { eVelMod=0, eKine }; SimStateData(){} SimStateData(const PxU8 type) { PxMemZero(data, sizeof(Kinematic)); Kinematic* kine = reinterpret_cast(data); kine->type = type; } PX_FORCE_INLINE PxU32 getType() const { const Kinematic* kine = reinterpret_cast(data); return kine->type;} PX_FORCE_INLINE bool isKine() const {return eKine == getType();} PX_FORCE_INLINE bool isVelMod() const {return eVelMod == getType();} PX_FORCE_INLINE Kinematic* getKinematicData() { Kinematic* kine = reinterpret_cast(data); PX_ASSERT(eKine == kine->type); return kine;} PX_FORCE_INLINE VelocityMod* getVelocityModData() { VelocityMod* velmod = reinterpret_cast(data); PX_ASSERT(eVelMod == velmod->type); return velmod;} PX_FORCE_INLINE const Kinematic* getKinematicData() const { const Kinematic* kine = reinterpret_cast(data); PX_ASSERT(eKine == kine->type); return kine;} PX_FORCE_INLINE const VelocityMod* getVelocityModData() const { const VelocityMod* velmod = reinterpret_cast(data); PX_ASSERT(eVelMod == velmod->type); return velmod;} }; PX_FORCE_INLINE void simStateBackupAndClearBodyProperties(SimStateData* simStateData, PxsBodyCore& core) { PX_ASSERT(simStateData && simStateData->isKine()); Kinematic* kine = simStateData->getKinematicData(); kine->backupLinearDamping = core.linearDamping; kine->backupAngularDamping = core.angularDamping; kine->backupInverseInertia = core.inverseInertia; kine->backupInvMass = core.inverseMass; kine->backupMaxAngVelSq = core.maxAngularVelocitySq; kine->backupMaxLinVelSq = core.maxLinearVelocitySq; core.inverseMass = 0.0f; core.inverseInertia = PxVec3(0.0f); core.linearDamping = 0.0f; core.angularDamping = 0.0f; core.maxAngularVelocitySq = PX_MAX_REAL; core.maxLinearVelocitySq = PX_MAX_REAL; } PX_FORCE_INLINE void simStateRestoreBodyProperties(const SimStateData* simStateData, PxsBodyCore& core) { PX_ASSERT(simStateData && simStateData->isKine()); const Kinematic* kine = simStateData->getKinematicData(); core.inverseMass = kine->backupInvMass; core.inverseInertia = kine->backupInverseInertia; core.linearDamping = kine->backupLinearDamping; core.angularDamping = kine->backupAngularDamping; core.maxAngularVelocitySq = kine->backupMaxAngVelSq; core.maxLinearVelocitySq = kine->backupMaxLinVelSq; } PX_FORCE_INLINE void simStateClearVelMod(SimStateData* simStateData) { if (simStateData && simStateData->isVelMod()) { VelocityMod* velmod = simStateData->getVelocityModData(); velmod->clear(); } } PX_FORCE_INLINE bool simStateGetKinematicTarget(const SimStateData* simStateData, PxTransform& p) { if (simStateData && simStateData->isKine() && simStateData->getKinematicData()->targetValid) { p = simStateData->getKinematicData()->targetPose; return true; } else return false; } PX_FORCE_INLINE bool simStateGetHasValidKinematicTarget(const SimStateData* simStateData) { PX_ASSERT(!simStateData || simStateData->isKine()); return simStateData && simStateData->isKine() && simStateData->getKinematicData()->targetValid; } PX_FORCE_INLINE void simStateSetKinematicTarget(SimStateData* simStateData, const PxTransform& p) { PX_ASSERT(simStateData && simStateData->isKine()); // setting the kinematic target is only allowed if the body is part of a scene, at which point the // mSimStateData buffer must exist Kinematic* kine = simStateData->getKinematicData(); kine->targetPose = p; kine->targetValid = 1; } PX_FORCE_INLINE void simStateInvalidateKinematicTarget(SimStateData* simStateData) { PX_ASSERT(simStateData && simStateData->isKine()); simStateData->getKinematicData()->targetValid = 0; } } // namespace Sc } // namespace physx #endif