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// Copyright (c) 2008-2023 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_CONSTRAINT_H
# define PX_CONSTRAINT_H
/** \addtogroup physics
@ {
*/
# include "PxPhysXConfig.h"
# include "PxConstraintDesc.h"
# include "common/PxBase.h"
# if !PX_DOXYGEN
namespace physx
{
# endif
class PxRigidActor ;
class PxScene ;
class PxConstraintConnector ;
/**
\ brief constraint flags
\ note eBROKEN is a read only flag
*/
struct PxConstraintFlag
{
enum Enum
{
eBROKEN = 1 < < 0 , //!< whether the constraint is broken
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ePROJECT_TO_ACTOR0 = 1 < < 1 , //!< @deprecated whether actor1 should get projected to actor0 for this constraint (note: projection of a static/kinematic actor to a dynamic actor will be ignored)
ePROJECT_TO_ACTOR1 = 1 < < 2 , //!< @deprecated whether actor0 should get projected to actor1 for this constraint (note: projection of a static/kinematic actor to a dynamic actor will be ignored)
ePROJECTION = ePROJECT_TO_ACTOR0 | ePROJECT_TO_ACTOR1 , //!< @deprecated whether the actors should get projected for this constraint (the direction will be chosen by PhysX)
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eCOLLISION_ENABLED = 1 < < 3 , //!< whether contacts should be generated between the objects this constraint constrains
eVISUALIZATION = 1 < < 4 , //!< whether this constraint should be visualized, if constraint visualization is turned on
eDRIVE_LIMITS_ARE_FORCES = 1 < < 5 , //!< limits for drive strength are forces rather than impulses
eIMPROVED_SLERP = 1 < < 7 , //!< perform preprocessing for improved accuracy on D6 Slerp Drive (this flag will be removed in a future release when preprocessing is no longer required)
eDISABLE_PREPROCESSING = 1 < < 8 , //!< suppress constraint preprocessing, intended for use with rowResponseThreshold. May result in worse solver accuracy for ill-conditioned constraints.
eENABLE_EXTENDED_LIMITS = 1 < < 9 , //!< enables extended limit ranges for angular limits (e.g., limit values > PxPi or < -PxPi)
eGPU_COMPATIBLE = 1 < < 10 , //!< the constraint type is supported by gpu dynamics
eALWAYS_UPDATE = 1 < < 11 , //!< updates the constraint each frame
eDISABLE_CONSTRAINT = 1 < < 12 //!< disables the constraint. SolverPrep functions won't be called for this constraint.
} ;
} ;
/**
\ brief constraint flags
@ see PxConstraintFlag
*/
typedef PxFlags < PxConstraintFlag : : Enum , PxU16 > PxConstraintFlags ;
PX_FLAGS_OPERATORS ( PxConstraintFlag : : Enum , PxU16 )
/**
\ brief a table of function pointers for a constraint
@ see PxConstraint
*/
struct PxConstraintShaderTable
{
PxConstraintSolverPrep solverPrep ; //!< solver constraint generation function
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PxConstraintProject project ; //!< @deprecated constraint projection function
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PxConstraintVisualize visualize ; //!< constraint visualization function
PxConstraintFlag : : Enum flag ; //!< constraint flags
} ;
/**
\ brief A plugin class for implementing constraints
@ see PxPhysics . createConstraint
*/
class PxConstraint : public PxBase
{
public :
/**
\ brief Releases a PxConstraint instance .
\ note This call does not wake up the connected rigid bodies .
@ see PxPhysics . createConstraint , PxBase . release ( )
*/
virtual void release ( ) = 0 ;
/**
\ brief Retrieves the scene which this constraint belongs to .
\ return Owner Scene . NULL if not part of a scene .
@ see PxScene
*/
virtual PxScene * getScene ( ) const = 0 ;
/**
\ brief Retrieves the actors for this constraint .
\ param [ out ] actor0 a reference to the pointer for the first actor
\ param [ out ] actor1 a reference to the pointer for the second actor
@ see PxActor
*/
virtual void getActors ( PxRigidActor * & actor0 , PxRigidActor * & actor1 ) const = 0 ;
/**
\ brief Sets the actors for this constraint .
\ param [ in ] actor0 a reference to the pointer for the first actor
\ param [ in ] actor1 a reference to the pointer for the second actor
@ see PxActor
*/
virtual void setActors ( PxRigidActor * actor0 , PxRigidActor * actor1 ) = 0 ;
/**
\ brief Notify the scene that the constraint shader data has been updated by the application
*/
virtual void markDirty ( ) = 0 ;
/**
\ brief Retrieve the flags for this constraint
\ return the constraint flags
@ see PxConstraintFlags
*/
virtual PxConstraintFlags getFlags ( ) const = 0 ;
/**
\ brief Set the flags for this constraint
\ param [ in ] flags the new constraint flags
default : PxConstraintFlag : : eDRIVE_LIMITS_ARE_FORCES
@ see PxConstraintFlags
*/
virtual void setFlags ( PxConstraintFlags flags ) = 0 ;
/**
\ brief Set a flag for this constraint
\ param [ in ] flag the constraint flag
\ param [ in ] value the new value of the flag
@ see PxConstraintFlags
*/
virtual void setFlag ( PxConstraintFlag : : Enum flag , bool value ) = 0 ;
/**
\ brief Retrieve the constraint force most recently applied to maintain this constraint .
\ note It is not allowed to use this method while the simulation is running ( except during PxScene : : collide ( ) ,
in PxContactModifyCallback or in contact report callbacks ) .
\ param [ out ] linear the constraint force
\ param [ out ] angular the constraint torque
*/
virtual void getForce ( PxVec3 & linear , PxVec3 & angular ) const = 0 ;
/**
\ brief whether the constraint is valid .
A constraint is valid if it has at least one dynamic rigid body or articulation link . A constraint that
is not valid may not be inserted into a scene , and therefore a static actor to which an invalid constraint
is attached may not be inserted into a scene .
Invalid constraints arise only when an actor to which the constraint is attached has been deleted .
*/
virtual bool isValid ( ) const = 0 ;
/**
\ brief Set the break force and torque thresholds for this constraint .
If either the force or torque measured at the constraint exceed these thresholds the constraint will break .
\ param [ in ] linear the linear break threshold
\ param [ in ] angular the angular break threshold
*/
virtual void setBreakForce ( PxReal linear , PxReal angular ) = 0 ;
/**
\ brief Retrieve the constraint break force and torque thresholds
\ param [ out ] linear the linear break threshold
\ param [ out ] angular the angular break threshold
*/
virtual void getBreakForce ( PxReal & linear , PxReal & angular ) const = 0 ;
/**
\ brief Set the minimum response threshold for a constraint row
When using mass modification for a joint or infinite inertia for a jointed body , very stiff solver constraints can be generated which
can destabilize simulation . Setting this value to a small positive value ( e . g . 1e-8 ) will cause constraint rows to be ignored if very
large changes in impulses will generate only small changes in velocity . When setting this value , also set
PxConstraintFlag : : eDISABLE_PREPROCESSING . The solver accuracy for this joint may be reduced .
\ param [ in ] threshold the minimum response threshold
@ see PxConstraintFlag : : eDISABLE_PREPROCESSING
*/
virtual void setMinResponseThreshold ( PxReal threshold ) = 0 ;
/**
\ brief Retrieve the constraint break force and torque thresholds
\ return the minimum response threshold for a constraint row
*/
virtual PxReal getMinResponseThreshold ( ) const = 0 ;
/**
\ brief Fetch external owner of the constraint .
Provides a reference to the external owner of a constraint and a unique owner type ID .
\ param [ out ] typeID Unique type identifier of the external object .
\ return Reference to the external object which owns the constraint .
@ see PxConstraintConnector . getExternalReference ( )
*/
virtual void * getExternalReference ( PxU32 & typeID ) = 0 ;
/**
\ brief Set the constraint functions for this constraint
\ param [ in ] connector the constraint connector object by which the SDK communicates with the constraint .
\ param [ in ] shaders the shader table for the constraint
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@ see PxConstraintConnector PxConstraintSolverPrep PxConstraintProject PxConstraintVisualize
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*/
virtual void setConstraintFunctions ( PxConstraintConnector & connector , const PxConstraintShaderTable & shaders ) = 0 ;
virtual const char * getConcreteTypeName ( ) const PX_OVERRIDE { return " PxConstraint " ; }
void * userData ; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.
protected :
PX_INLINE PxConstraint ( PxType concreteType , PxBaseFlags baseFlags ) : PxBase ( concreteType , baseFlags ) , userData ( NULL ) { }
PX_INLINE PxConstraint ( PxBaseFlags baseFlags ) : PxBase ( baseFlags ) , userData ( NULL ) { }
virtual ~ PxConstraint ( ) { }
virtual bool isKindOf ( const char * name ) const PX_OVERRIDE { return ! : : strcmp ( " PxConstraint " , name ) | | PxBase : : isKindOf ( name ) ; }
} ;
# if !PX_DOXYGEN
} // namespace physx
# endif
/** @} */
# endif