hkpCylinderShape.h
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- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_COLLIDE2_CYLINDER_SHAPE_H
- #define HK_COLLIDE2_CYLINDER_SHAPE_H
- #include <Physics/Collide/Shape/Convex/hkpConvexShape.h>
- extern const hkClass hkpCylinderShapeClass;
- /// A cylinder defined by two points and a radius.
- /// The points define the centers of the circular ends of the cylinder.
- ///
- /// hkpCylinderShape is not modeled as an implicit geometry (hkpSphereShape and hkpCapsuleShape are implicitly modeled).
- /// hkpCylinderShape is represented by vertices generated on the cylinder's surface. Those vertices
- /// are efficiently generated on-the-fly, and do not take up extra memory.
- /// They are referred to as being virtual.
- ///
- /// This virtual tessellation causes instability in collision response. For that reason
- /// hkpCylinderShape uses a specialized collision agent, hkPredGskCylinderAgent3.
- /// hkPredGskCylinderAgent3 uses an implicit capsule representation
- /// when the cylinder lies on its side or rolls on a flat surface.
- /// There is a simple mechanism that checks the cylinder's axis angle with the contact normal,
- /// once the angle passes a specified threshold, the object's representation is altered.
- ///
- /// As hkPredGskCylinderAgent3 alters the geometrical representation of the cylinder, it reduces the contact information
- /// and this reduction may result in objects tunneling through each other. In a test where a 1cm-radius cylinder collided against
- /// a triangle, and the cylinder was constantly pushed towards the triangle's surface with very high impulses,
- /// the cylinder tunneled through after a few seconds of simulation. Generally, under 'normal' conditions, the hkPredGskCylinderAgent3
- /// yields stable results.
- ///
- /// hkPredGskCylinderAgent3 is not used when an hkpCylinderShape is enclosed in an hkpShapeCollection
- /// hierarchy e.g. when an hkpCylinderShape is part of an hkpListShape.
- ///
- /// A problem + work-around for such cases:
- ///
- /// hkpCylinderShape is tessellated, not implicit like hkpSphereShape or hkpCapsuleShape. This leads
- /// to an issue with cylinders rolling on their sides which may cause them to penetrate other
- /// objects or have incorrect momentum properties. To work around this problem, use a list
- /// shape consisting of an hkpCylinderShape and an hkpCapsuleShape. The hkpCylinderShape ensures
- /// that the list shape can stand on its ends. The hkpCapsuleShape ensures that the list
- /// shape rolls properly. You will want to use a minimally tessellated cylinder sub-shape.
- ///
- /// Note that this workaround does not work for cylinders that are flat e.g. coins. In these
- /// cases the capsule ends protrude from the faces of the coin.
- ///
- /// Remember to disable hkPredGskCylinderAgent3 if you want to use this workaround for all cases.
- ///
- /// You can vary the tessellation of cylinders by calling hkpCylinderShape::setNumberOfSideSegments().
- /// This indicates how many facets should make up the round side of the cylinder (see the function's description).
- ///
- /// N.B. Changing this parameter affects ALL hkCylinderShapes. It should only be changed
- /// before creating the world. Changing it with hkCylinderShapes in the world can cause an assert in the
- /// convex collision agent.
- class hkpCylinderShape : public hkpConvexShape
- {
- public:
- HK_DECLARE_REFLECTION();
- HK_DECLARE_GET_SIZE_FOR_SPU(hkpCylinderShape);
- /// Creates a new hkpCylinderShape using the specified points and radius
- hkpCylinderShape( const hkVector4& vertexA,
- const hkVector4& vertexB,
- hkReal cylinderRadius,
- hkReal paddingRadius = hkConvexShapeDefaultRadius );
- /// Gets the pointer to the first vertex. This casts the corresponding hkSphere (m_vertexA) to a hkVector4*.
- /// You can then index by 0 or 1, to get the first or second vertex respectively.
- inline const hkVector4* getVertices() const;
- /// Gets a vertex given an index "i". "i" can be 0 or 1. This casts the corresponding hkSphere to a hkVector4.
- HK_FORCE_INLINE const hkVector4& getVertex(int i) const;
- /// Sets a vertex given an index "i". "i" can be 0 or 1.
- HK_FORCE_INLINE void setVertex(int i, const hkVector4& position );
- /// Returns cylinder radius (don't use getRadius)
- hkReal getCylinderRadius() const;
- /// Returns cylinder radius (don't use setRadius)
- void setCylinderRadius(const hkReal radius);
- /// Tells by how much the spheres representing the circumference of each of the
- /// cylinder's basis are moved towards the cylinder's axis of symmetry.
- ///
- /// This is only used for collisions against heightfield.
- ///
- /// When colliding against a heightfield, the sphere representation of the shape is used.
- /// The cylinder shape is represented by 16 spheres distributed uniformly on the basis (8 spheres/per base)
- /// and two extra spheres -- one in the center of each base. They all have the radius of equal to the
- /// bounding m_radius of the shape.
- ///
- /// If the cylinder is long enough to fit a sphere with the radius equal to the radius of the cylinder
- /// (i.e. e.g. not in the case of a coin), than the two spheres in the centers of the bases are 'blown up'.
- /// Their radius is equal to the radius of the cylinder (i.e. equal to m_cylRadius + m_radius), and their centers
- /// are moved inwards just enough that they don't stick out of the cylinder.
- /// Those large spheres allow better rolling behavior.
- ///
- /// The cylinder-base-radius factor is useful when a cylinder rolls over an uneven landscape heightfield.
- /// In such cases, due to the landscape's curvature, the cylinder may easily rest on
- /// the edges of its basis. This will make it harder to roll (because the two large spheres
- /// used for rolling are not toughing the landscape, and the base edge's representation uses
- /// only 8 spheres).
- ///
- /// Meaning of the parameter's value:
- /// Factor of 1.0f means that the spheres are not moved.
- /// Factor of 0.0f means that all the spheres representing a base are moved
- /// onto the symmetry axis of the cylinder (effectively converting the cylinder
- /// The spheres are only shifted in the plane perpendicular to the cylinder's axis.
- hkReal getCylinderBaseRadiusFactorForHeightfieldCollisions(hkReal radiusFactor) { return m_cylBaseRadiusFactorForHeightFieldCollisions; }
- /// Tells by how much the spheres representing the circumference of each of the
- /// cylinder's basis are moved towards the axis.
- ///
- /// See hkReal getCylinderBaseRadiusFactorForSphereCollisionInfo(hkReal radiusFactor) for
- /// detailed info.
- inline void setCylinderBaseRadiusFactorForHeightfieldCollisions(hkReal radiusFactor) { m_cylBaseRadiusFactorForHeightFieldCollisions = radiusFactor; }
- //
- // hkpConvexShape implementation
- //
- // hkpConvexShape::getSupportingVertex() interface implementation.
- HKP_SHAPE_VIRTUAL void getSupportingVertexImpl( HKP_SHAPE_VIRTUAL_THIS hkVector4Parameter direction, hkpCdVertex& supportingVertexOut ) HKP_SHAPE_VIRTUAL_CONST;
- // hkpConvexShape interface implementation.
- HKP_SHAPE_VIRTUAL void convertVertexIdsToVerticesImpl( HKP_SHAPE_VIRTUAL_THIS const hkpVertexId* ids, int numIds, hkpCdVertex* verticesOut) HKP_SHAPE_VIRTUAL_CONST;
- // hkpConvexShape interface implementation.
- HKP_SHAPE_VIRTUAL void getCentreImpl( HKP_SHAPE_VIRTUAL_THIS hkVector4& centreOut ) HKP_SHAPE_VIRTUAL_CONST;
- //
- // hkpSphereRepShape implementation
- //
- // hkpSphereRepShape interface implementation.
- HKP_SHAPE_VIRTUAL int getNumCollisionSpheresImpl( HKP_SHAPE_VIRTUAL_THIS2 ) HKP_SHAPE_VIRTUAL_CONST;
- // hkpSphereRepShape interface implementation.
- HKP_SHAPE_VIRTUAL const hkSphere* getCollisionSpheresImpl( HKP_SHAPE_VIRTUAL_THIS hkSphere* sphereBuffer ) HKP_SHAPE_VIRTUAL_CONST;
- //
- // hkpShape implementation
- //
- // hkpShape interface implementation.
- HKP_SHAPE_VIRTUAL void getAabbImpl( HKP_SHAPE_VIRTUAL_THIS const hkTransform& localToWorld, hkReal tolerance, hkAabb& out ) HKP_SHAPE_VIRTUAL_CONST;
- // hkpShape interface implementation.
- HKP_SHAPE_VIRTUAL hkBool castRayImpl( HKP_SHAPE_VIRTUAL_THIS const hkpShapeRayCastInput& input, hkpShapeRayCastOutput& results) HKP_SHAPE_VIRTUAL_CONST;
- // hkpConvexShape interface implementation.
- /// Returns the first vertex of this shape. This is only used for initialization of collision detection data.
- virtual void getFirstVertex(hkVector4& v) const;
- //
- // hkpShape implementation
- //
- /// Returns a struct of function pointers needed by the SPU
- static void HK_CALL registerSimulationFunctions( ShapeFuncs& sf );
- /// Returns a struct of function pointers needed by the SPU
- static void HK_CALL registerCollideQueryFunctions( ShapeFuncs& sf );
- /// Returns a struct of function pointers needed by the SPU
- static void HK_CALL registerRayCastFunctions( ShapeFuncs& sf );
- /// Returns a struct of function pointers needed by the SPU
- static void HK_CALL registerGetAabbFunction( ShapeFuncs& sf );
- virtual void calcContentStatistics( hkStatisticsCollector* collector, const hkClass* cls) const;
- /// Sets the number of side segments (facets) for the cylinder. This parameter is set globally for all cylinders.
- /// Note that virtual tessellation is not uniform.
- /// Input value is rounded down to a multiple of 8. Values between 8 and 128 are accepted.
- static void HK_CALL setNumberOfVirtualSideSegements(int numSegments);
- public:
- /// Returns a unit vector perpendicular to the axis of the cylinder.
- void presetPerpendicularVector();
- private:
- HK_FORCE_INLINE static void HK_CALL initRoundUpThreshold();
- HK_FORCE_INLINE // don't inline on an spu
- void decodeVertexId(hkpVertexId code, hkVector4& result) const;
- protected:
- // The cylinder's radius (as opposed to the bounding volume radius associated with hkpConvexShape
- hkReal m_cylRadius;
- hkReal m_cylBaseRadiusFactorForHeightFieldCollisions; //+default(0.8f)
- // The line's first point.
- hkVector4 m_vertexA;
- // The line's second point.
- hkVector4 m_vertexB;
- // Arbitrary vector perpendicular to the axis
- hkVector4 m_perpendicular1;
- hkVector4 m_perpendicular2;
- public:
- hkpCylinderShape( hkFinishLoadedObjectFlag flag );
- enum VertexIdEncoding
- {
- VERTEX_ID_ENCODING_IS_BASE_A_SHIFT = 7,
- VERTEX_ID_ENCODING_SIN_SIGN_SHIFT = 6,
- VERTEX_ID_ENCODING_COS_SIGN_SHIFT = 5,
- VERTEX_ID_ENCODING_IS_SIN_LESSER_SHIFT = 4,
- VERTEX_ID_ENCODING_VALUE_MASK = 0x0f
- };
- private:
- static hkReal s_virtualTesselationParameter;
- static hkReal s_virtualTesselationParameterInv;
- static hkReal s_intRoundUpThreshold;
- };
- #include <Physics/Collide/Shape/Convex/Cylinder/hkpCylinderShape.inl>
- #endif // HK_COLLIDE2_CYLINDER_SHAPE_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */