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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. #ifndef PX_PHYSICS_SCP_BODYSIM #define PX_PHYSICS_SCP_BODYSIM #include "PsUtilities.h" #include "PsIntrinsics.h" #include "ScRigidSim.h" #include "PxvDynamics.h" #include "ScBodyCore.h" #include "ScSimStateData.h" #include "ScConstraintGroupNode.h" #include "PxRigidDynamic.h" #include "DyArticulation.h" #include "PxsRigidBody.h" #include "PxsSimpleIslandManager.h" namespace physx { namespace Bp { class BoundsArray; } class PxsTransformCache; class PxsSimulationController; namespace Sc { #define SC_NOT_IN_SCENE_INDEX 0xffffffff // the body is not in the scene yet #define SC_NOT_IN_ACTIVE_LIST_INDEX 0xfffffffe // the body is in the scene but not in the active list class Scene; class ArticulationSim; static const PxReal ScInternalWakeCounterResetValue = 20.0f*0.02f; #if PX_VC #pragma warning(push) #pragma warning( disable : 4324 ) // Padding was added at the end of a structure because of a __declspec(align) value. #endif class BodySim : public RigidSim { public: enum InternalFlags { //BF_DISABLE_GRAVITY = 1 << 0, // Don't apply the scene's gravity BF_HAS_STATIC_TOUCH = 1 << 1, // Set when a body is part of an island with static contacts. Needed to be able to recalculate adaptive force if this changes BF_KINEMATIC_MOVED = 1 << 2, // Set when the kinematic was moved BF_ON_DEATHROW = 1 << 3, // Set when the body is destroyed BF_IS_IN_SLEEP_LIST = 1 << 4, // Set when the body is added to the list of bodies which were put to sleep BF_IS_IN_WAKEUP_LIST = 1 << 5, // Set when the body is added to the list of bodies which were woken up BF_SLEEP_NOTIFY = 1 << 6, // A sleep notification should be sent for this body (and not a wakeup event, even if the body is part of the woken list as well) BF_WAKEUP_NOTIFY = 1 << 7, // A wake up notification should be sent for this body (and not a sleep event, even if the body is part of the sleep list as well) BF_HAS_CONSTRAINTS = 1 << 8, // Set if the body has one or more constraints BF_KINEMATIC_SETTLING = 1 << 9, // Set when the body was moved kinematically last frame BF_KINEMATIC_SETTLING_2 = 1 << 10, BF_KINEMATIC_MOVE_FLAGS = BF_KINEMATIC_MOVED | BF_KINEMATIC_SETTLING | BF_KINEMATIC_SETTLING_2, //Used to clear kinematic masks in 1 call BF_KINEMATIC_SURFACE_VELOCITY = 1 << 11, //Set when the application calls setKinematicVelocity. Actor remains awake until application calls clearKinematicVelocity. BF_IS_COMPOUND_RIGID = 1 << 12 // Set when the body is a compound actor, we dont want to set the sq bounds // PT: WARNING: flags stored on 16-bits now. }; public: BodySim(Scene&, BodyCore&, bool); virtual ~BodySim(); void notifyAddSpatialAcceleration(); void notifyClearSpatialAcceleration(); void notifyAddSpatialVelocity(); void notifyClearSpatialVelocity(); void updateCached(Cm::BitMapPinned* shapeChangedMap); void updateCached(PxsTransformCache& transformCache, Bp::BoundsArray& boundsArray); void updateContactDistance(PxReal* contactDistance, const PxReal dt, Bp::BoundsArray& boundsArray); // hooks for actions in body core when it's attached to a sim object. Generally // we get called after the attribute changed. virtual void postActorFlagChange(PxU32 oldFlags, PxU32 newFlags); void postBody2WorldChange(); void postSetWakeCounter(PxReal t, bool forceWakeUp); void postSetKinematicTarget(); void postSwitchToKinematic(); void postSwitchToDynamic(); void postPosePreviewChange(const PxU32 posePreviewFlag); // called when PxRigidBodyFlag::eENABLE_POSE_INTEGRATION_PREVIEW changes PX_FORCE_INLINE const PxTransform& getBody2World() const { return getBodyCore().getCore().body2World; } PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return getBodyCore().getCore().getBody2Actor(); } PX_FORCE_INLINE const PxsRigidBody& getLowLevelBody() const { return mLLBody; } PX_FORCE_INLINE PxsRigidBody& getLowLevelBody() { return mLLBody; } void wakeUp(); // note: for user API call purposes only, i.e., use from BodyCore. For simulation internal purposes there is internalWakeUp(). void putToSleep(); void disableCompound(); static PxU32 getRigidBodyOffset() { return PxU32(PX_OFFSET_OF_RT(BodySim, mLLBody));} private: void activate(); void deactivate(); //--------------------------------------------------------------------------------- // Constraint projection //--------------------------------------------------------------------------------- public: PX_FORCE_INLINE ConstraintGroupNode* getConstraintGroup() { return mConstraintGroup; } PX_FORCE_INLINE void setConstraintGroup(ConstraintGroupNode* node) { mConstraintGroup = node; } //// A list of active projection trees in the scene might be better //PX_FORCE_INLINE void projectPose() { PX_ASSERT(mConstraintGroup); ConstraintGroupNode::projectPose(*mConstraintGroup); } //--------------------------------------------------------------------------------- // Kinematics //--------------------------------------------------------------------------------- public: PX_FORCE_INLINE bool isKinematic() const { return getBodyCore().getFlags() & PxRigidBodyFlag::eKINEMATIC; } PX_FORCE_INLINE bool isArticulationLink() const { return getActorType() == PxActorType::eARTICULATION_LINK; } PX_FORCE_INLINE bool hasForcedKinematicNotif() const { return getBodyCore().getFlags() & (PxRigidBodyFlag::eFORCE_KINE_KINE_NOTIFICATIONS|PxRigidBodyFlag::eFORCE_STATIC_KINE_NOTIFICATIONS); } void calculateKinematicVelocity(PxReal oneOverDt); void updateKinematicPose(); bool deactivateKinematic(); private: PX_FORCE_INLINE void initKinematicStateBase(BodyCore&, bool asPartOfCreation); //--------------------------------------------------------------------------------- // Sleeping //--------------------------------------------------------------------------------- public: PX_FORCE_INLINE bool isActive() const { return (mActiveListIndex < SC_NOT_IN_ACTIVE_LIST_INDEX); } void setActive(bool active, PxU32 infoFlag=0); // see ActivityChangeInfoFlag PX_FORCE_INLINE PxU32 getActiveListIndex() const { return mActiveListIndex; } // if the body is active, the index is smaller than SC_NOT_IN_ACTIVE_LIST_INDEX PX_FORCE_INLINE void setActiveListIndex(PxU32 index) { mActiveListIndex = index; } PX_FORCE_INLINE PxU32 getActiveCompoundListIndex() const { return mActiveCompoundListIndex; } // if the body is active and is compound, the index is smaller than SC_NOT_IN_ACTIVE_LIST_INDEX PX_FORCE_INLINE void setActiveCompoundListIndex(PxU32 index) { mActiveCompoundListIndex = index; } void internalWakeUp(PxReal wakeCounterValue=ScInternalWakeCounterResetValue); void internalWakeUpArticulationLink(PxReal wakeCounterValue); // called by ArticulationSim to wake up this link PxReal updateWakeCounter(PxReal dt, PxReal energyThreshold, const Cm::SpatialVector& motionVelocity); void resetSleepFilter(); void notifyReadyForSleeping(); // inform the sleep island generation system that the body is ready for sleeping void notifyNotReadyForSleeping(); // inform the sleep island generation system that the body is not ready for sleeping PX_FORCE_INLINE bool checkSleepReadinessBesidesWakeCounter(); // for API triggered changes to test sleep readiness PX_FORCE_INLINE void registerCountedInteraction() { mLLBody.getCore().numCountedInteractions++; PX_ASSERT(mLLBody.getCore().numCountedInteractions); } PX_FORCE_INLINE void unregisterCountedInteraction() { PX_ASSERT(mLLBody.getCore().numCountedInteractions); mLLBody.getCore().numCountedInteractions--;} PX_FORCE_INLINE PxU32 getNumCountedInteractions() const { return mLLBody.getCore().numCountedInteractions; } PX_FORCE_INLINE Ps::IntBool isFrozen() const { return Ps::IntBool(mLLBody.mInternalFlags & PxsRigidBody::eFROZEN); } private: PX_FORCE_INLINE void notifyWakeUp(bool wakeUpInIslandGen = false); // inform the sleep island generation system that the object got woken up PX_FORCE_INLINE void notifyPutToSleep(); // inform the sleep island generation system that the object was put to sleep PX_FORCE_INLINE void internalWakeUpBase(PxReal wakeCounterValue); //--------------------------------------------------------------------------------- // External velocity changes //--------------------------------------------------------------------------------- public: void updateForces(PxReal dt, PxsRigidBody** updatedBodySims, PxU32* updatedBodyNodeIndices, PxU32& index, Cm::SpatialVector* acceleration, const bool useAcceleration, bool simUsesAdaptiveForce); private: PX_FORCE_INLINE void raiseVelocityModFlag(VelocityModFlags f) { mVelModState |= f; } PX_FORCE_INLINE void clearVelocityModFlag(VelocityModFlags f) { mVelModState &= ~f; } PX_FORCE_INLINE bool readVelocityModFlag(VelocityModFlags f) { return (mVelModState & f) != 0; } PX_FORCE_INLINE void setForcesToDefaults(bool enableGravity); //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- public: PX_FORCE_INLINE PxU16 getInternalFlag() const { return mInternalFlags; } PX_FORCE_INLINE PxU16 readInternalFlag(InternalFlags flag) const { return PxU16(mInternalFlags & flag); } PX_FORCE_INLINE void raiseInternalFlag(InternalFlags flag) { mInternalFlags |= flag; } PX_FORCE_INLINE void clearInternalFlag(InternalFlags flag) { mInternalFlags &= ~flag; } PX_FORCE_INLINE PxU32 getFlagsFast() const { return getBodyCore().getFlags(); } PX_FORCE_INLINE void incrementBodyConstraintCounter() { mLLBody.mCore->numBodyInteractions++; } PX_FORCE_INLINE void decrementBodyConstraintCounter() { PX_ASSERT(mLLBody.mCore->numBodyInteractions>0); mLLBody.mCore->numBodyInteractions--; } PX_FORCE_INLINE BodyCore& getBodyCore() const { return static_cast(getRigidCore()); } PX_INLINE ArticulationSim* getArticulation() const { return mArticulation; } void setArticulation(ArticulationSim* a, PxReal wakeCounter, bool asleep, PxU32 bodyIndex); PX_FORCE_INLINE IG::NodeIndex getNodeIndex() const { return mNodeIndex; } PX_FORCE_INLINE void onConstraintAttach() { raiseInternalFlag(BF_HAS_CONSTRAINTS); registerCountedInteraction(); } void onConstraintDetach(); PX_FORCE_INLINE void onOriginShift(const PxVec3& shift) { mLLBody.mLastTransform.p -= shift; } PX_FORCE_INLINE bool notInScene() const { return mActiveListIndex == SC_NOT_IN_SCENE_INDEX; } PX_FORCE_INLINE bool usingSqKinematicTarget() const { PxU32 ktFlags(PxRigidBodyFlag::eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES | PxRigidBodyFlag::eKINEMATIC); return (getFlagsFast()&ktFlags) == ktFlags; } PX_FORCE_INLINE PxU32 getNbShapes() const { return mElementCount; } void createSqBounds(); void destroySqBounds(); void freezeTransforms(Cm::BitMapPinned* shapeChangedMap); void invalidateSqBounds(); private: //--------------------------------------------------------------------------------- // Base body //--------------------------------------------------------------------------------- PxsRigidBody mLLBody; //--------------------------------------------------------------------------------- // Island manager //--------------------------------------------------------------------------------- IG::NodeIndex mNodeIndex; //--------------------------------------------------------------------------------- // External velocity changes //--------------------------------------------------------------------------------- // VelocityMod data allocated on the fly when the user applies velocity changes // which need to be accumulated. // VelMod dirty flags stored in BodySim so we can save ourselves the expense of looking at // the separate velmod data if no forces have been set. PxU16 mInternalFlags; PxU8 mVelModState; //--------------------------------------------------------------------------------- // Sleeping //--------------------------------------------------------------------------------- PxU32 mActiveListIndex; // Used by Scene to track active bodies PxU32 mActiveCompoundListIndex; // Used by Scene to track active compound bodies //--------------------------------------------------------------------------------- // Articulation //--------------------------------------------------------------------------------- ArticulationSim* mArticulation; // NULL if not in an articulation //--------------------------------------------------------------------------------- // Joints & joint groups //--------------------------------------------------------------------------------- // This is a tree data structure that gives us the projection order of joints in which this body is the tree root. // note: the link of the root body is not necces. the root link due to the re-rooting of the articulation! ConstraintGroupNode* mConstraintGroup; }; #if PX_VC #pragma warning(pop) #endif } // namespace Sc PX_FORCE_INLINE void Sc::BodySim::setForcesToDefaults(bool enableGravity) { if (!(mLLBody.mCore->mFlags & PxRigidBodyFlag::eRETAIN_ACCELERATIONS)) { SimStateData* simStateData = getBodyCore().getSimStateData(false); if(simStateData) { VelocityMod* velmod = simStateData->getVelocityModData(); velmod->clear(); } if (enableGravity) mVelModState = VMF_GRAVITY_DIRTY; // We want to keep the gravity flag to make sure the acceleration gets changed to gravity-only // in the next step (unless the application adds new forces of course) else mVelModState = 0; } else { SimStateData* simStateData = getBodyCore().getSimStateData(false); if (simStateData) { VelocityMod* velmod = simStateData->getVelocityModData(); velmod->clearPerStep(); } mVelModState &= (~(VMF_VEL_DIRTY)); } } PX_FORCE_INLINE bool Sc::BodySim::checkSleepReadinessBesidesWakeCounter() { const BodyCore& bodyCore = getBodyCore(); const SimStateData* simStateData = bodyCore.getSimStateData(false); const VelocityMod* velmod = simStateData ? simStateData->getVelocityModData() : NULL; bool readyForSleep = bodyCore.getLinearVelocity().isZero() && bodyCore.getAngularVelocity().isZero(); if (readVelocityModFlag(VMF_ACC_DIRTY)) { readyForSleep = readyForSleep && (!velmod || velmod->getLinearVelModPerSec().isZero()); readyForSleep = readyForSleep && (!velmod || velmod->getAngularVelModPerSec().isZero()); } if (readVelocityModFlag(VMF_VEL_DIRTY)) { readyForSleep = readyForSleep && (!velmod || velmod->getLinearVelModPerStep().isZero()); readyForSleep = readyForSleep && (!velmod || velmod->getAngularVelModPerStep().isZero()); } return readyForSleep; } } #endif