Files
XCEngine/engine/third_party/physx/source/physxvehicle/src/physxConstraints/VhPhysXConstraintHelpers.cpp

113 lines
4.4 KiB
C++

// 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