// 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) 2008-2023 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once /** \addtogroup vehicle2 @{ */ #include "foundation/PxTransform.h" #include "foundation/PxVec3.h" #include "vehicle2/PxVehicleParams.h" #if !PX_DOXYGEN namespace physx { namespace vehicle2 { #endif struct PxVehicleRigidBodyState { PxTransform pose; //!< the body's pose (in world space) PxVec3 linearVelocity; //!< the body's linear velocity (in world space) PxVec3 angularVelocity; //!< the body's angular velocity (in world space) PxVec3 previousLinearVelocity; //!< the previous linear velocity of the body (in world space) PxVec3 previousAngularVelocity; //!< the previous angular velocity of the body (in world space) PxVec3 externalForce; //!< external force (in world space) affecting the rigid body (usually excluding gravitational force) PxVec3 externalTorque; //!< external torque (in world space) affecting the rigid body PX_FORCE_INLINE void setToDefault() { pose = PxTransform(PxIdentity); linearVelocity = PxVec3(PxZero); angularVelocity = PxVec3(PxZero); externalForce = PxVec3(PxZero); externalTorque = PxVec3(PxZero); } /** \brief Compute the vertical speed of the rigid body transformed to the world frame. \param[in] frame describes the axes of the vehicle */ PX_FORCE_INLINE PxReal getVerticalSpeed(const PxVehicleFrame& frame) const { return linearVelocity.dot(pose.q.rotate(frame.getVrtAxis())); } /** \param[in] frame describes the axes of the vehicle \brief Compute the lateral speed of the rigid body transformed to the world frame. */ PX_FORCE_INLINE PxReal getLateralSpeed(const PxVehicleFrame& frame) const { return linearVelocity.dot(pose.q.rotate(frame.getLatAxis())); } /** \brief Compute the longitudinal speed of the rigid body transformed to the world frame. \param[in] frame describes the axes of the vehicle */ PX_FORCE_INLINE PxReal getLongitudinalSpeed(const PxVehicleFrame& frame) const { return linearVelocity.dot(pose.q.rotate(frame.getLngAxis())); } }; #if !PX_DOXYGEN } // namespace vehicle2 } // namespace physx #endif /** @} */