Files
XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScConstraintSim.cpp

227 lines
7.8 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 "ScBodySim.h"
#include "ScStaticSim.h"
#include "ScConstraintCore.h"
#include "ScConstraintSim.h"
#include "ScConstraintInteraction.h"
#include "ScElementSimInteraction.h"
using namespace physx;
using namespace Sc;
static ConstraintInteraction* createInteraction(ConstraintSim* sim, RigidCore* r0, RigidCore* r1, Scene& scene)
{
return scene.getConstraintInteractionPool().construct( sim,
r0 ? *r0->getSim() : scene.getStaticAnchor(),
r1 ? *r1->getSim() : scene.getStaticAnchor());
}
static void releaseInteraction(ConstraintInteraction* interaction, const ConstraintSim* sim, Scene& scene)
{
if(!sim->isBroken())
interaction->destroy();
scene.getConstraintInteractionPool().destroy(interaction);
}
Sc::ConstraintSim::ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene) :
mScene (scene),
mCore (core),
mInteraction(NULL),
mFlags (0)
{
mBodies[0] = (r0 && (r0->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r0->getSim()) : 0;
mBodies[1] = (r1 && (r1->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r1->getSim()) : 0;
const PxU32 id = scene.getConstraintIDTracker().createID();
mLowLevelConstraint.index = id;
PxPinnedArray<Dy::ConstraintWriteback>& writeBackPool = scene.getDynamicsContext()->getConstraintWriteBackPool();
if(id >= writeBackPool.capacity())
writeBackPool.reserve(writeBackPool.capacity() * 2);
writeBackPool.resize(PxMax(writeBackPool.size(), id + 1));
writeBackPool[id].initialize();
if(!createLLConstraint())
return;
PxReal linBreakForce, angBreakForce;
core.getBreakForce(linBreakForce, angBreakForce);
if ((linBreakForce < PX_MAX_F32) || (angBreakForce < PX_MAX_F32))
setFlag(eBREAKABLE);
core.setSim(this);
mInteraction = createInteraction(this, r0, r1, scene);
PX_ASSERT(!mInteraction->isRegistered()); // constraint interactions must not register in the scene, there is a list of Sc::ConstraintSim instead
}
Sc::ConstraintSim::~ConstraintSim()
{
PX_ASSERT(mInteraction); // This is fine now, a body which gets removed from the scene removes all constraints automatically
PX_ASSERT(!mInteraction->isRegistered()); // constraint interactions must not register in the scene, there is a list of Sc::ConstraintSim instead
releaseInteraction(mInteraction, this, mScene);
mScene.getConstraintIDTracker().releaseID(mLowLevelConstraint.index);
destroyLLConstraint();
mCore.setSim(NULL);
}
static PX_FORCE_INLINE void setLLBodies(Dy::Constraint& c, BodySim* b0, BodySim* b1)
{
PxsRigidBody* body0 = b0 ? &b0->getLowLevelBody() : NULL;
PxsRigidBody* body1 = b1 ? &b1->getLowLevelBody() : NULL;
c.body0 = body0;
c.body1 = body1;
c.bodyCore0 = body0 ? &body0->getCore() : NULL;
c.bodyCore1 = body1 ? &body1->getCore() : NULL;
}
bool Sc::ConstraintSim::createLLConstraint()
{
ConstraintCore& core = getCore();
const PxU32 constantBlockSize = core.getConstantBlockSize();
void* constantBlock = mScene.allocateConstraintBlock(constantBlockSize);
if(!constantBlock)
return PxGetFoundation().error(PxErrorCode::eINTERNAL_ERROR, PX_FL, "Constraint: could not allocate low-level resources.");
//Ensure the constant block isn't just random data because some functions may attempt to use it before it is
//setup. Specifically pvd visualization of joints
//-CN
PxMemZero(constantBlock, constantBlockSize);
Dy::Constraint& llc = mLowLevelConstraint;
core.getBreakForce(llc.linBreakForce, llc.angBreakForce);
llc.flags = core.getFlags();
llc.constantBlockSize = PxU16(constantBlockSize);
llc.solverPrep = core.getSolverPrep();
llc.constantBlock = constantBlock;
llc.minResponseThreshold = core.getMinResponseThreshold();
//llc.index = mLowLevelConstraint.index;
setLLBodies(llc, mBodies[0], mBodies[1]);
return true;
}
void Sc::ConstraintSim::destroyLLConstraint()
{
if(mLowLevelConstraint.constantBlock)
mScene.deallocateConstraintBlock(mLowLevelConstraint.constantBlock, mLowLevelConstraint.constantBlockSize);
}
void Sc::ConstraintSim::setBodies(RigidCore* r0, RigidCore* r1)
{
PX_ASSERT(mInteraction);
mScene.removeConstraintFromMap(*mInteraction);
releaseInteraction(mInteraction, this, mScene);
BodySim* b0 = (r0 && (r0->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r0->getSim()) : 0;
BodySim* b1 = (r1 && (r1->getActorCoreType() != PxActorType::eRIGID_STATIC)) ? static_cast<BodySim*>(r1->getSim()) : 0;
setLLBodies(mLowLevelConstraint, b0, b1);
mBodies[0] = b0;
mBodies[1] = b1;
mInteraction = createInteraction(this, r0, r1, mScene);
mScene.addConstraintToMap(mCore, r0, r1);
}
void Sc::ConstraintSim::getForce(PxVec3& lin, PxVec3& ang)
{
const PxReal recipDt = mScene.getOneOverDt();
Dy::ConstraintWriteback& solverOutput = mScene.getDynamicsContext()->getConstraintWriteBackPool()[mLowLevelConstraint.index];
lin = solverOutput.linearImpulse * recipDt;
ang = solverOutput.angularImpulse * recipDt;
}
void Sc::ConstraintSim::setBreakForceLL(PxReal linear, PxReal angular)
{
PxU8 wasBreakable = readFlag(eBREAKABLE);
PxU8 isBreakable;
if ((linear < PX_MAX_F32) || (angular < PX_MAX_F32))
isBreakable = eBREAKABLE;
else
isBreakable = 0;
if (isBreakable != wasBreakable)
{
if (isBreakable)
{
PX_ASSERT(!readFlag(eCHECK_MAX_FORCE_EXCEEDED));
setFlag(eBREAKABLE);
if (mInteraction->readInteractionFlag(InteractionFlag::eIS_ACTIVE))
mScene.addActiveBreakableConstraint(this, mInteraction);
}
else
{
if (readFlag(eCHECK_MAX_FORCE_EXCEEDED))
mScene.removeActiveBreakableConstraint(this);
clearFlag(eBREAKABLE);
}
}
mLowLevelConstraint.linBreakForce = linear;
mLowLevelConstraint.angBreakForce = angular;
}
void Sc::ConstraintSim::postFlagChange(PxConstraintFlags /*oldFlags*/, PxConstraintFlags newFlags)
{
mLowLevelConstraint.flags = newFlags;
}
PxConstraintGPUIndex Sc::ConstraintSim::getGPUIndex() const
{
//
// The constraint ID is used as GPU index
//
if (mLowLevelConstraint.flags & PxConstraintFlag::eGPU_COMPATIBLE)
{
PX_COMPILE_TIME_ASSERT(sizeof(Dy::Constraint::index) <= sizeof(PxConstraintGPUIndex));
return static_cast<PxConstraintGPUIndex>(mLowLevelConstraint.index);
}
else
return PX_INVALID_CONSTRAINT_GPU_INDEX;
}