// // 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) 2008-2021 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 "TestMotionGenerator.h" //----------------------------------------------------------------------------// MotionGenerator::MotionGenerator() : mLinear(0.0f), mAngular(0.0f), mTransform(PxTransform(PxIdentity)) { } //----------------------------------------------------------------------------// MotionGenerator::MotionGenerator(const PxTransform &pose, const PxVec3& linear, const PxVec3& angular) : mLinear(linear), mAngular(angular), mTransform(pose) { } //----------------------------------------------------------------------------// PxVec3 MotionGenerator::getLinearVelocity( float time ) { float t = time - (int(time) & ~0xf); const float scale = 0.25f * PxPi; if(t > 0 && t < 2) return -scale * sinf(t * 0.5f * PxPi) * mLinear; if(t > 8 && t < 10) return +scale * sinf(t * 0.5f * PxPi) * mLinear; return PxVec3(0.0f); } //----------------------------------------------------------------------------// PxVec3 MotionGenerator::getAngularVelocity( float time ) { float t = time - (int(time) & ~0xf); if(t > 4 && t < 6) return +PxPi * mAngular; if(t > 12 && t < 14) return -PxPi * mAngular; return PxVec3(0.0f); } static PxQuat computeQuatFromAngularVelocity(const PxVec3 &omega) { PxReal angle = omega.magnitude(); if (angle < 1e-5f) { return PxQuat(PxIdentity); } else { PxReal s = sin( 0.5f * angle ) / angle; PxReal x = omega[0] * s; PxReal y = omega[1] * s; PxReal z = omega[2] * s; PxReal w = cos( 0.5f * angle ); return PxQuat(x,y,z,w); } } //----------------------------------------------------------------------------// const PxTransform& MotionGenerator::update(float time, float dt) { PxVec3 dw = dt * getAngularVelocity(time); PxQuat dq = computeQuatFromAngularVelocity(dw); mTransform.q = (dq * mTransform.q).getNormalized(); mTransform.p += dt * getLinearVelocity(time); return mTransform; }