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Px1DConstraint Struct Reference

A constraint. More...

#include <PxConstraintDesc.h>

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Public Attributes

PxVec3 linear0
 linear component of velocity jacobian in world space More...
 
PxReal geometricError
 geometric error of the constraint along this axis More...
 
PxVec3 angular0
 angular component of velocity jacobian in world space More...
 
PxReal velocityTarget
 velocity target for the constraint along this axis More...
 
PxVec3 linear1
 linear component of velocity jacobian in world space More...
 
PxReal minImpulse
 minimum impulse the solver may apply to enforce this constraint More...
 
PxVec3 angular1
 angular component of velocity jacobian in world space More...
 
PxReal maxImpulse
 maximum impulse the solver may apply to enforce this constraint More...
 
union {
   struct SpringModifiers {
      PxReal   stiffness
 spring parameter, for spring constraints More...
 
      PxReal   damping
 damping parameter, for spring constraints More...
 
   }   spring
 
   struct RestitutionModifiers {
      PxReal   restitution
 restitution parameter for determining additional "bounce" More...
 
      PxReal   velocityThreshold
 minimum impact velocity for bounce More...
 
   }   bounce
 
mods
 
PxReal forInternalUse
 
PxU16 flags
 a set of Px1DConstraintFlags More...
 
PxU16 solveHint
 constraint optimization hint, should be an element of PxConstraintSolveHint More...
 

Detailed Description

A constraint.

A constraint is expressed as a set of 1-dimensional constraint rows which define the required constraint on the objects' velocities.

Each constraint is either a hard constraint or a spring. We define the velocity at the constraint to be the quantity

v = body0vel.dot(lin0,ang0) - body1vel.dot(lin1, ang1)

For a hard constraint, the solver attempts to generate

  1. a set of velocities for the objects which, when integrated, respect the constraint errors:

    v + (geometricError / timestep) = velocityTarget

  1. a set of velocities for the objects which respect the constraints:

    v = velocityTarget

Hard constraints support restitution: if the impact velocity exceeds the bounce threshold, then the target velocity of the constraint will be set to restitution * -v

Alternatively, the solver can attempt to resolve the velocity constraint as an implicit spring:

F = stiffness * -geometricError + damping * (velocityTarget - v)

where F is the constraint force or acceleration. Springs are fully implicit: that is, the force or acceleration is a function of the position and velocity after the solve.

All constraints support limits on the minimum or maximum impulse applied.

Member Data Documentation

PxVec3 Px1DConstraint::angular0

angular component of velocity jacobian in world space

PxVec3 Px1DConstraint::angular1

angular component of velocity jacobian in world space

struct { ... } ::RestitutionModifiers Px1DConstraint::bounce
PxReal Px1DConstraint::damping

damping parameter, for spring constraints

PxU16 Px1DConstraint::flags

a set of Px1DConstraintFlags

PxReal Px1DConstraint::forInternalUse
PxReal Px1DConstraint::geometricError

geometric error of the constraint along this axis

PxVec3 Px1DConstraint::linear0

linear component of velocity jacobian in world space

PxVec3 Px1DConstraint::linear1

linear component of velocity jacobian in world space

PxReal Px1DConstraint::maxImpulse

maximum impulse the solver may apply to enforce this constraint

PxReal Px1DConstraint::minImpulse

minimum impulse the solver may apply to enforce this constraint

union { ... } Px1DConstraint::mods
PxReal Px1DConstraint::restitution

restitution parameter for determining additional "bounce"

PxU16 Px1DConstraint::solveHint

constraint optimization hint, should be an element of PxConstraintSolveHint

struct { ... } ::SpringModifiers Px1DConstraint::spring
PxReal Px1DConstraint::stiffness

spring parameter, for spring constraints

PxReal Px1DConstraint::velocityTarget

velocity target for the constraint along this axis

PxReal Px1DConstraint::velocityThreshold

minimum impact velocity for bounce


The documentation for this struct was generated from the following file:


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