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PhysX4.1/physx/source/simulationcontroller/src/ScConstraintCore.cpp
2025-11-28 23:13:44 +05:30

150 lines
4.4 KiB
C++

//
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// modification, are permitted provided that the following conditions
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// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// documentation and/or other materials provided with the distribution.
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// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// 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
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// 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 "PsFoundation.h"
#include "ScPhysics.h"
#include "ScBodyCore.h"
#include "ScConstraintCore.h"
#include "ScConstraintSim.h"
using namespace physx;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Sc::ConstraintCore::ConstraintCore(PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize)
: mFlags(PxConstraintFlag::eDRIVE_LIMITS_ARE_FORCES)
, mAppliedForce(PxVec3(0))
, mAppliedTorque(PxVec3(0))
, mConnector(&connector)
, mProject(shaders.project)
, mSolverPrep(shaders.solverPrep)
, mVisualize(shaders.visualize)
, mDataSize(dataSize)
, mLinearBreakForce(PX_MAX_F32)
, mAngularBreakForce(PX_MAX_F32)
, mMinResponseThreshold(0)
, mSim(NULL)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Sc::ConstraintCore::~ConstraintCore()
{
}
void Sc::ConstraintCore::setFlags(PxConstraintFlags flags)
{
PxConstraintFlags old = mFlags;
flags = flags | (old & PxConstraintFlag::eGPU_COMPATIBLE);
if(flags != old)
{
mFlags = flags;
if(getSim())
getSim()->postFlagChange(old, flags);
}
}
void Sc::ConstraintCore::getForce(PxVec3& force, PxVec3& torque) const
{
if(!mSim)
{
force = PxVec3(0,0,0);
torque = PxVec3(0,0,0);
}
else
mSim->getForce(force, torque);
}
void Sc::ConstraintCore::setBodies(RigidCore* r0v, RigidCore* r1v)
{
if(mSim)
mSim->postBodiesChange(r0v, r1v);
}
bool Sc::ConstraintCore::updateConstants(void* addr)
{
if (getSim())
{
getSim()->setConstantsLL(addr);
return true;
}
return false;
}
void Sc::ConstraintCore::setBreakForce(PxReal linear, PxReal angular)
{
mLinearBreakForce = linear;
mAngularBreakForce = angular;
if (getSim())
getSim()->setBreakForceLL(linear, angular);
}
void Sc::ConstraintCore::getBreakForce(PxReal& linear, PxReal& angular) const
{
linear = mLinearBreakForce;
angular = mAngularBreakForce;
}
void Sc::ConstraintCore::setMinResponseThreshold(PxReal threshold)
{
mMinResponseThreshold = threshold;
if (getSim())
getSim()->setMinResponseThresholdLL(threshold);
}
PxConstraint* Sc::ConstraintCore::getPxConstraint()
{
return gOffsetTable.convertScConstraint2Px(this);
}
const PxConstraint* Sc::ConstraintCore::getPxConstraint() const
{
return gOffsetTable.convertScConstraint2Px(this);
}
void Sc::ConstraintCore::breakApart()
{
// TODO: probably want to do something with the interaction here
// as well as remove the constraint from LL.
mFlags |= PxConstraintFlag::eBROKEN;
}
void Sc::ConstraintCore::prepareForSetBodies()
{
if(mSim)
mSim->preBodiesChange();
}