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All rights reserved. #ifndef PXS_RIGID_BODY_H #define PXS_RIGID_BODY_H #include "PxvDynamics.h" #include "CmSpatialVector.h" #include "foundation/PxMutex.h" namespace physx { struct PxsCCDBody; PX_ALIGN_PREFIX(16) class PxsRigidBody { public: enum PxsRigidBodyFlag { eFROZEN = 1 << 0, //This flag indicates that the stabilization is enabled and the body is //"frozen". By "frozen", we mean that the body's transform is unchanged //from the previous frame. This permits various optimizations. eFREEZE_THIS_FRAME = 1 << 1, eUNFREEZE_THIS_FRAME = 1 << 2, eACTIVATE_THIS_FRAME = 1 << 3, eDEACTIVATE_THIS_FRAME = 1 << 4, // PT: this flag is now only used on the GPU. For the CPU the data is now stored directly in PxsBodyCore. eDISABLE_GRAVITY_GPU = 1 << 5, eSPECULATIVE_CCD = 1 << 6, eENABLE_GYROSCOPIC = 1 << 7, eRETAIN_ACCELERATION = 1 << 8, eFIRST_BODY_COPY_GPU = 1 << 9, // Flag to raise to indicate that the body is DMA'd to the GPU for the first time eVELOCITY_COPY_GPU = 1 << 10 // Flag to raise to indicate that linear and angular velocities should be DMA'd to the GPU }; PX_FORCE_INLINE PxsRigidBody(PxsBodyCore* core, PxReal freeze_count) : mLastTransform (core->body2World), mInternalFlags (0), mSolverIterationCounts (core->solverIterationCounts), mCCD (NULL), mCore (core), mSleepLinVelAcc (PxVec3(0.0f)), mFreezeCount (freeze_count), mSleepAngVelAcc (PxVec3(0.0f)), mAccelScale (1.0f) {} PX_FORCE_INLINE ~PxsRigidBody() {} PX_FORCE_INLINE const PxTransform& getPose() const { PX_ASSERT(mCore->body2World.isSane()); return mCore->body2World; } PX_FORCE_INLINE const PxVec3& getLinearVelocity() const { PX_ASSERT(mCore->linearVelocity.isFinite()); return mCore->linearVelocity; } PX_FORCE_INLINE const PxVec3& getAngularVelocity() const { PX_ASSERT(mCore->angularVelocity.isFinite()); return mCore->angularVelocity; } PX_FORCE_INLINE void setVelocity(const PxVec3& linear, const PxVec3& angular) { PX_ASSERT(linear.isFinite()); PX_ASSERT(angular.isFinite()); mCore->linearVelocity = linear; mCore->angularVelocity = angular; } PX_FORCE_INLINE void setLinearVelocity(const PxVec3& linear) { PX_ASSERT(linear.isFinite()); mCore->linearVelocity = linear; } PX_FORCE_INLINE void setAngularVelocity(const PxVec3& angular) { PX_ASSERT(angular.isFinite()); mCore->angularVelocity = angular; } PX_FORCE_INLINE void constrainLinearVelocity(); PX_FORCE_INLINE void constrainAngularVelocity(); PX_FORCE_INLINE PxU32 getIterationCounts() { return mCore->solverIterationCounts; } PX_FORCE_INLINE PxReal getReportThreshold() const { return mCore->contactReportThreshold; } PX_FORCE_INLINE const PxTransform& getLastCCDTransform() const { return mLastTransform; } PX_FORCE_INLINE void saveLastCCDTransform() { mLastTransform = mCore->body2World; } PX_FORCE_INLINE bool isKinematic() const { return mCore->inverseMass == 0.0f; } PX_FORCE_INLINE void setPose(const PxTransform& pose) { mCore->body2World = pose; } PX_FORCE_INLINE void setPosition(const PxVec3& position) { mCore->body2World.p = position; } PX_FORCE_INLINE PxReal getInvMass() const { return mCore->inverseMass; } PX_FORCE_INLINE PxVec3 getInvInertia() const { return mCore->inverseInertia; } PX_FORCE_INLINE PxReal getMass() const { return 1.0f/mCore->inverseMass; } PX_FORCE_INLINE PxVec3 getInertia() const { return PxVec3(1.0f/mCore->inverseInertia.x, 1.0f/mCore->inverseInertia.y, 1.0f/mCore->inverseInertia.z); } PX_FORCE_INLINE PxsBodyCore& getCore() { return *mCore; } PX_FORCE_INLINE const PxsBodyCore& getCore() const { return *mCore; } PX_FORCE_INLINE PxU32 isActivateThisFrame() const { return PxU32(mInternalFlags & eACTIVATE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isDeactivateThisFrame() const { return PxU32(mInternalFlags & eDEACTIVATE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isFreezeThisFrame() const { return PxU32(mInternalFlags & eFREEZE_THIS_FRAME); } PX_FORCE_INLINE PxU32 isUnfreezeThisFrame() const { return PxU32(mInternalFlags & eUNFREEZE_THIS_FRAME); } PX_FORCE_INLINE void clearFreezeFlag() { mInternalFlags &= ~eFREEZE_THIS_FRAME; } PX_FORCE_INLINE void clearUnfreezeFlag() { mInternalFlags &= ~eUNFREEZE_THIS_FRAME; } PX_FORCE_INLINE void clearAllFrameFlags() { mInternalFlags &= ~(eFREEZE_THIS_FRAME | eUNFREEZE_THIS_FRAME | eACTIVATE_THIS_FRAME | eDEACTIVATE_THIS_FRAME); } PX_FORCE_INLINE void resetSleepFilter() { mSleepAngVelAcc = mSleepLinVelAcc = PxVec3(0.0f); } // PT: implemented in PxsCCD.cpp: void advanceToToi(PxReal toi, PxReal dt, bool clip); void advancePrevPoseToToi(PxReal toi); // PxTransform getAdvancedTransform(PxReal toi) const; Cm::SpatialVector getPreSolverVelocities() const; PxTransform mLastTransform; //28 PxU16 mInternalFlags; //30 PxU16 mSolverIterationCounts; //32 PxsCCDBody* mCCD; //40 // only valid during CCD PxsBodyCore* mCore; //48 PxVec3 mSleepLinVelAcc; //60 PxReal mFreezeCount; //64 PxVec3 mSleepAngVelAcc; //76 PxReal mAccelScale; //80 } PX_ALIGN_SUFFIX(16); PX_COMPILE_TIME_ASSERT(0 == (sizeof(PxsRigidBody) & 0x0f)); void PxsRigidBody::constrainLinearVelocity() { const PxU32 lockFlags = mCore->lockFlags; if(lockFlags) { if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_X) mCore->linearVelocity.x = 0.0f; if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Y) mCore->linearVelocity.y = 0.0f; if(lockFlags & PxRigidDynamicLockFlag::eLOCK_LINEAR_Z) mCore->linearVelocity.z = 0.0f; } } void PxsRigidBody::constrainAngularVelocity() { const PxU32 lockFlags = mCore->lockFlags; if(lockFlags) { if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_X) mCore->angularVelocity.x = 0.0f; if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Y) mCore->angularVelocity.y = 0.0f; if(lockFlags & PxRigidDynamicLockFlag::eLOCK_ANGULAR_Z) mCore->angularVelocity.z = 0.0f; } } struct PxsRigidBodyExternalAcceleration { PxVec3 linearAcceleration; PxVec3 angularAcceleration; PxsRigidBodyExternalAcceleration() : linearAcceleration(PxVec3(0.0f)), angularAcceleration(PxVec3(0.0f)) { } PxsRigidBodyExternalAcceleration(const PxVec3& linearAcc, const PxVec3& angularAcc) : linearAcceleration(linearAcc), angularAcceleration(angularAcc) { } }; struct PxsExternalAccelerationProvider { PxArray mAccelerations; PxMutex mLock; volatile PxU32 mArraySize; //Required because of multi threading PxsExternalAccelerationProvider() : mArraySize(0) { } PX_FORCE_INLINE void setValue(PxsRigidBodyExternalAcceleration& value, PxU32 index, PxU32 maxNumBodies) { if (mArraySize < maxNumBodies) { PxMutex::ScopedLock lock(mLock); if (mArraySize < maxNumBodies) //Test again because only after the lock we are sure that only one thread is active at a time { mAccelerations.resize(maxNumBodies); mArraySize = maxNumBodies; //Only now the resize is complete - mAccelerations.size() might already change before the array actually allocated the new memory } } PX_ASSERT(index < mArraySize); mAccelerations[index] = value; } PX_FORCE_INLINE bool hasAccelerations() const { return mArraySize > 0; } PX_FORCE_INLINE const PxsRigidBodyExternalAcceleration& get(PxU32 index) const { PX_ASSERT(index < mArraySize); return mAccelerations[index]; } PX_FORCE_INLINE void clearAll() { if (mArraySize > 0) { mAccelerations.clear(); mArraySize = 0; } else if (mAccelerations.capacity() > 0) mAccelerations.reset(); } }; } #endif