Release Notes - AGEIA PhysX SDK 2.6.0

28th September 2006

 

What's New In AGEIA PhysX 2.6

Hardware/Software Rigid Bodies

Hardware Fluids

Hardware/Software Cloth

Hardware Scene Manager(HSM)

Performance

Serialization

Documentation

Installer

Supported Platforms

Runtime

Development


Known Issues And Limitations

Hardware/Software Rigid Bodies

Hardware Fluids

Hardware/Software Cloth

Hardware Scene Manager(HSM)

Serialization

Installers

Windows Device Driver

Tools

Release Notes - AGEIA PhysX SDK 2.5.1

17th August 2006

 

What's New In AGEIA PhysX 2.5.1

General

Hardware/Software Rigid Bodies

Windows Device Driver

Supported Platforms

Runtime

Development


Known Issues And Limitations


Below is a list of new issues and limitations; this is an addition to the list from 2.5.0.

Windows Device Driver

Hardware/Software Rigid Bodies

Release Notes - AGEIA PhysX SDK 2.5.0

30th June 2006

 

What's New In AGEIA PhysX 2.5

Hardware/Software Rigid Bodies

Hardware Fluids

Hardware/Software Cloth

Hardware Scene Manager(HSM)

Performance

Rocket

Installers

Documentation

Windows Device Driver

Supported Platforms

Runtime

Development


Known Issues And Limitations

Hardware/Software Rigid Bodies

Hardware Fluids

Hardware/Software Cloth

Hardware Scene Manager(HSM)

Rocket

Installers

Windows Device Driver




Release Notes - AGEIA PhysX SDK 2.4.0

23rd February 2006

AGEIA PhysX SDK Build Component

What's New?

  1. Documentation and Samples for new features.
  2. A number of smaller documentation corrections and clarifications.

Platforms Supported

Development: Not Supported for Development:

Known Issues and Limitations

Version

2.4.0

AGEIA PhysX Software Runtime Component

What's New?

  1. Dynamic vs Dynamic CCD support
  2. Support for heightfield shapes
  3. User thread control.
  4. Fine grained threading of the simulation(available only on XBox360)
  5. Additional overlap tests for shapes
  6. Hardware scene manager, allows fluids to interact with rigid bodies.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. The AGEIA PhysX SDK must be installed to run samples as they rely on DLLs contained within the main SDK installer.

Version

2.4.0

Hardware Rigid Bodies (AGEIA PhysX Driver)

What's New?

  1. Many optimizations and Bug fixes.
  2. D6 joint support. The D6 supports the following features: breaking and signaling, angular orientation drive and gears,
  3. The simulation no longer locks up on firmware crashes. Instead a flag passed to fetchResults () which is set on an error.
  4. A new error reporting tool allows the driver to record the simulation state leading up to a crash to allow analysis and bug fixing.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. There is a limit of 2048 D6 joints per scene.
  2. Only angular D6 drives are supported. All other types of drive are not supported.
  3. D6 joint pose projection is disabled.

Version

2.4.0

Hardware Fluids (AGEIA PhysX Driver)

What's New?

  1. The AGEIA PhysX SDK now has a hardware scene manager, which allows fluids to be created in a software scene. The hardware scene manager takes care of mesh cooking and mirroring actors into the hardware scene.
  2. Support for more dynamic shapes in a fluid scene: convex mesh, box, capsule, sphere
  3. The following unimplemented API calls have been removed:

Platforms Supported (Runtime)

Known Issues and Limitations

  1. The maximum number of capsules are limited to 1024 in a scene.
  2. The maximum number of boxes in a scene is limited to 1024.
  3. Spheres are emulated as capsule of zero height, so they share the same limitation as capsules.

Version

2.4.0

Cloth

What's New?

  1. Software only cloth support (see the user guide for further details)
  2. Collision filtering.
  3. Support for tearing and pressure.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. A cloth can bend too much and get stuck in itself. Workaround: use less bending stiffness or variate the bending stiffness over time.

Version

2.4.0

Tools

What's New?

  1. NxuStream- Support for serialization of the physical scene. Supported formats include binary, Ascii(write only) and Collada
  2. Visual Remote Debugger - View the physical representation used by a game in real time and gather statistics and profiling information.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. NxuStreamdoes not import Collada files created with other libraries correctly.
  2. Visual Remote Debugger connections must be enabled immediately after initializing the SDK, otherwise the connection is likely to fail (because object creation data, etc, is lost). For example:
    // Create Physics SDK ...

    gPhysicsSDK->getFoundationSDK().getRemoteDebugger()->connect ("localhost", 5425);
  3. Reading profiler data at the same time the Visual Remote Debugger is connected is not supported. Profiler data will not be returned to the user when they call NxScene::readProfileData() if the debugger is connected.

Version

2.4.0

Release Notes - AGEIA PhysX SDK 2.3.2

6th January 2006

AGEIA PhysX SDK Build Component

What's New?

  1. It is no longer possible for end users to load PhysXCore.dll from the application directory. The correct version is now loaded by PhysXLoader from "Program Files\Ageia Technologies"
  2. Installer improvements.
  3. Fixes to sample project files.
  4. Foundation.lib included with the XBox 360 installer.
  5. Lots of documentation improvements.

Platforms Supported

Development:

Known Issues and Limitations

Version

2.3.2

AGEIA PhysX Software Runtime Component

What's New?

  1. Improved convex hull generation algorithm(the old method is still available using a flag)
  2. Character controller fixes.
  3. Fix for distance joints not being breakable.
  4. Additional overlap/intersection queries.
  5. Fix for performance issues related to SSE denormal handling on some machines.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. When statically linked(for example on XBox360) calling NxInitCooking() overwrites parameters set when calling NxCreatePhysicsSDK(). For example the error stream is reset. This occurs because the variables are shared when statically linked.
    Workaround: Supply the same parameters to NxInitCooking() and NxCreatePhysicsSDK()
  2. In some cases convex hull generation can fail for degenerate input.
    Workaround: Supply geometry without degenerate sets of points (edges and planes). Use the legacy convex hull generation(see NX_CF_USE_LEGACY_COOKER).

Version

2.3.2

Hardware Rigid Bodies (AGEIA PhysX Driver)

What's New?

  1. Many bug fixes and optimizations.
  2. Fix getWorldBounds () for triangle mesh shapes.
  3. Driver error reporting in fetchResults()

Platforms Supported (Runtime)

Known Issues and Limitations

  1. See the API references for details concerning which API functions are supported.
  2. At most 2000 shapes can be present in a scene at once (this includes both static and dynamic shapes).
  3. Precision limitations suggest that physics behavior may not be stable or correct more than 1000 units from the origin.
  4. Rigid body scenes occupy 32MB of memory on the card, so that absolutely no more than three scenes may be present on the card at once.
  5. The following is an important but non-exhaustive list of SDK features which are not supported: joints, continuous collision, contact notification, many debugging visualization, contact notifications, triggers, per shape skin width.
  6. Convex hulls are limited in this release to have at most 32 vertices and 32 faces.
  7. Using terrain meshes on hardware requires making use of the new mesh paging API. When a mesh is cooked, it is divided into a number of hardware pages, and these pages must be manually moved to the card by the application for any collision to take place.
    The number of pages into which a mesh will be cooked is variable, and will depend on the degree of local convexity in the mesh. However, at least 500 triangles should fit into a mesh page, and the allocation of 16MB of mesh data supports 256 pages, which allows for the presence of more than 100,000 triangles on the card. Note that when a page is removed from the card, the space occupied by that mesh page is not freed until after the physics has been stepped. No data yet exists for the performance of paging meshes on and off the card; however as a baseline the raw transmission of a mesh page by DMA requires half a millisecond.
    As in the software SDK, in the absence of ATT it is easy for thin objects to tunnel through the mesh; in particular collisions will not be detected with objects whose center lies beneath the mesh.
  8. Due to limitations of the friction model, objects sliding on a triangle mesh may not have correct frictional behavior. Per-triangle materials are not supported.

Version

2.3.2

Hardware Fluids (AGEIA PhysX Driver)

What's New?

  1. Many bug fixes and optimizations.
  2. Fluid scenes are created in a special hardware scene.
  3. Fix to intermittent crash bug when adding a mesh to a fluid scene.
  4. Better input validation for the fluid mesh cooker.
  5. Driver error reporting in fetchResults()
  6. The Fluid can be configured with the new parameter "motionLimitMultiplier". The user can define how far a particle can travel during one timestep. This is important for tuning the memory size consumed by the static mesh cooked for fluid collision. The parameter effectively limits the maximal velocity of a particle. See the user guide for more details.
  7. If the user is interested in a more coarse simulation of fluids which supports sprays and puddles, but works less well on deep pools, he can choose this new simulation mode which alternates the simulation between simple particles (without inter particle forces) and SPH simulation. See NxFluidSimulationMethod::NX_F_MIXED_MODE and NxFluidDesc::simulationMethod in the documentation.

Platforms Supported (Runtime)

Known Issues and Limitations

  1. See the API references for details concerning which API functions are supported
  2. Collision detection only supported with static triangle meshes and convex meshes.
  3. The number of convex shapes interacting at the same time with one fluid is restricted to 1024 convexes. The user may add more dynamic convex actors to the fluid hardware scene, though. If more than 1024 convexes are moving within the AABB of the fluid, some will be ignored for collision.
  4. One dynamic convex is restricted to 64 triangles. If a convex with more than 64 triangles is added to the fluid hardware scene, some triangles are ignored for collision.
  5. The user can only provide one pre-cooked static mesh per fluid scene. All fluids added to the scene have to be compatible to the static mesh structure, i.e. have the same restParticlesPerMeter, kernelRadiusMultiplier, packetSizeMultiplier.
  6. Issue: Max PPU Connections (15): If multiple fluids are created, the maximal possible number of PPU connections can be reached. One connection is used for the static mesh interface (per scene), and one for each fluid created. If the maximum of connections is reached, the fluid creation returns NULL.
    Workaround: Don't create too many scenes and fluids. A fluid hardware scene uses one connection and every fluid uses another one.
  7. Crashing call to createFluidHardwareTriangleMesh (): This call may crash if running out of PPU connections or PPU memory.
    Workaround: Try to save on hardware rigid body scenes and hardware fluid scenes, as well as fluids. Try to reduce the maximal number of particles for the fluids. A main issue might be the cooked fluid static triangle mesh size.
  8. Fluid memory consumption can be approximated as:
    NxFluid: constant(~2.5Mb) + 11 * maxParticles * 64 Bytes
    Triangle Mesh: Depends upon:- Fluids can be allocated from all of the cards onboard memory. However when hardware rigid bodies are used they compete for memory.
  9. Issue: Slowdown on creating and releasing fluids in a row: The reason for this issue has not been determined. This doesn't happen when releasing the scene too.
    Workaround: Create fluids once and reuse them. Recreation may lead to fragmentation on the PPU memory, which is bad anyway.

Version

2.3.2
Old Release Notes / Changelog

2.3 - 2005.08.15
==================
- XBOX 360, PS3 support. (may require files separate from windows installer package)
- improved API reference documentation, doc comments.
- new static vs. dynamic continuous collision detection based on CCD Skeletons
- NxConvexShape introduced as independent class of NxTriangleMeshShape
- NxWheelShape introduced for better raycast car support
- added API to support selection between hardware and software implementation.
- NxMaterial::programData API replaced with strongly typed spring member. Behavior is unchanged.
- debug rendering API simplified. NxUserDebugRenderable removed, NxDebugRenderable interface class replaced by a simple struct.
- more strict parameter checking in several places
- removed raycast based CCD
- removed FPU manipulation API functions.
- intel assembly implementation of NxMath::sincos().
- changed implementation of NxMath::rand()
- replaced buggy TransformPlane() with correct NxPlane::transform() and NxPlane::inverseTransform().
- added NxQUat::fromAxisAngleFast() and NxQuat::invert().
- modified implementations for NxQUat::rot, invRot (), and ::transform().
- removed NX_MF_CONVEX and NX_COMPUTE_CONVEX from NxMeshFlags of NxSimpleTriangleMesh
- removed NX_NUM_SLEEP_FRAMES macro

2.2, 2.1.3 - 2005.03.21

==================

- new abstract core implementation for hardware compatibility
- lots of new features for the D6Joint.
- materials API completely rewritten
- new mesh cooking library. Raw meshes must be preprocessed by the cooking library before being handed to the SDK. This makes creation of meshes at runtime much faster.
- new character motion controller library
- new extensions library
- new external utils library
- Foundation SDK has been merged into the Physics SDK. Specifically:
- there is no more foundation.dll
- the user must no longer link to foundation.lib
- API documentation for the foundation SDK is now part of the Physics SDK API documentation.
- the function exports of the foundation.dll are now exported from physics.dll
- the member functions from foundation shape API classes (NxSphere, NxBox, etc.) that were calling foundation exports have been removed. Here is a list with the corresponding replacement export that must be called by the user instead:

Old Member Function Replacement Function

NxSphere::NxSphere(unsigned nb_verts, const NxVec3* verts) NxComputeSphere(sphere, nb_verts, verts);
NxSphere::NxSphere(const NxSphere& sphere0, const NxSphere& sphere1) NxMergeSpheres(sphere, sphere0, sphere1);
NxSphere::compute(unsigned nb_verts, const NxVec3* verts) NxComputeSphere(sphere, nb_verts, verts);
NxSphere::fastCompute(unsigned nb_verts, const NxVec3* verts) NxFastComputeSphere(sphere, nb_verts, verts);
NxBox::containsPoint(const NxVec3& p) NxBoxContainsPoint(box, p);
NxBox::create(const NxBounds3& aabb, const NxMat34& mat) NxCreateBox(box, aabb, mat);
NxBox::computePlanes(NxPlane* planes) NxComputeBoxPlanes(box, planes);
NxBox::computePoints(NxVec3* pts) const NxComputeBoxPoints(box, pts);
NxBox::computeVertexNormals(NxVec3* pts) const NxComputeBoxVertexNormals(box, pts);
NxBox::getEdges() NxGetBoxEdges();
NxBox::getEdgesAxes() NxGetBoxEdgesAxes();
NxBox::getTriangles() NxGetBoxTriangles();
NxBox::getLocalEdgeNormals() NxGetBoxLocalEdgeNormals();
NxBox::computeWorldEdgeNormal(NxU32 edge_index, NxVec3& world_normal) NxComputeBoxWorldEdgeNormal(box, edge_index, world_normal);
NxBox::computeCapsule(NxCapsule& capsule) NxComputeCapsuleAroundBox(box, capsule);
NxBox::isInside(const NxBox& box) NxIsBoxAInsideBoxB(box, box);
NxRay::distanceSquared(const NxVec3& point, NxF32* t = NULL) NxComputeDistanceSquared(ray, point, t);
NxRay::distance(const NxVec3& point, NxF32* t = NULL) sqrtf(NxComputeDistanceSquared(ray, point, t));
NxSegment::squareDistance(const NxVec3& point, NxF32* t=NULL) NxComputeSquareDistance(segment, point, t);
NxSegment::distance(const NxVec3& point, NxF32* t = NULL) sqrtf(NxComputeSquareDistance(segment,point, t));
NxCapsule::computeOBB(NxBox&box) NxComputeBoxAroundCapsule(capsule, box);
NxCapsule::contains(const NxVec3& pt) NxComputeSquareDistance(capsule, point) <= radius*radius;
NxCapsule::contains(const NxSphere& sphere) NxF32 d = radius - sphere.radius; if(d> = 0.0f) return NxComputeSquareDistance(capsule, sphere.center) < = d*d; else return false;
NxCapsule::contains(const NxCapsule& capsule) contains(NxSphere(capsule.p0, capsule.radius)) && contains(NxSphere(capsule.p1, capsule.radius));

Users will need to replace any calls to the old member function to the corresponding replacement function.
- NxProfiler class deleted
- removed virtual NxProfilingZone * NxFoundationSDK::createProfilingZone(const char * x) = 0;
- NxArray no longer derives from NxAllocateable
- removed NxComputeVolumeIntegrals from API
- removed obsolete Foundation/include/NxBlank.h
- removed obsolete Foundation/include/NxList.h
- added NxActor::getMaxAngularVelocity ()
- added NxActor::get/setSolverIterationCount()
- added Physics/src/Physics.h: contains #define's from /src/Nxp.h which are just used from inide the SDK and should not be visible from outside
all files in the /src including Nxp.h now include Physics.h
- removed is...() (e.g. isBox()) functions from NxShapes and NxJoints
updated samples: added static castings for on NxShape and NxJoint to the appropriate type instead of calling the is function
(e.g static_cast(s) instead of s->isBox())
- added NxPlane NxPlaneShape::getPlane() const;
- removed methods deprecated in 2.1.2
- added NxScene &NxActor::getScene() const;
- added NxPhysicsSDK& NxScene::getPhysicsSDK() const;
- added NxJoint& NxActor::getScene() const;
- removed NX_INLINE void NxFPU::NxSinCos(NxF32& c, NxF32& s, NxF32 f);
- added NX_INLINE static void NxMath::sinCos(NxF32 & c, NxF32 & s, NxF32 f);
- new NX_ACCELERATION force mode.
- new getScene() method for objects contained in scene.
- moved public enums from various classes to Nxp.h
- new shape flag NX_SF_POINT_CONTACT_FORCE and NxContactStreamIterator::getPointNormalForce() for returning per-point contact forces.
- improved validation in NxJointLimitSoftDesc::isValid()
- added function NxGetValue(NxCookingValue).
- motor for pulley joint
- added NxU32 NxScene::setThreadAffinityMask(NxU32 mask)
- replaced MIN_SEPARATION_FOR_PENALTY with NxShape::get/setSkinWidth(), and a global skin width parameter.
- new 128 bit mask based collision filtering (NxShape::getGroupsMask(), NxGroupsMask)
- new NxRaycastBit NX_RAYCAST_FACE_NORMAL for retrieving non-smoothed normals.
- new method NxCapsuleShape::getWorldCapsule()
- new method NxSphereShape::getWorldSphere() - new NxScene::getNbStaticShapes(), getNbDynamicShapes().
- new triangleIDs for raycasting.
- removed support for pmap-less nonconvex nonheightfield mesh-mesh collision detection which was working poorly.
- removed obsolete parameter NX_MESH_MESH_LEVEL
- removed obsolete parameter NX_MESH_HINT_SPEED - removed NxActor::setDynamic(). Workaround: Create the initially static actor as a kinematic. Later turn off the kinematic state.

2.1.2 - 2004.11.08

==================

- more strict error checking
- multithreaded implementation - shape descriptors in NxActorDesc can now be allocated using a custom allocator.
- fluid API - NX_MESH_SMOOTH_SPHERE_COLLISIONS now disabled by default
- made mesh instances default to flat and not smooth sphere mode
- removed neccesarily reentrant method NxContactPair::setPairNotify(NxU32). Workaround: use any of the
several different ways to set actor flags.
- actor group and actor group pair flags
- raycast car support, including: - New + improved 'multipatch' friction implementation. Fringe benefits are that rare contact situations with multiple contact normals or materials-per-triangle are now handled correctly.
- Capsule shapes now have a 'swept shape' mode that can be used to get raycast wheel behavior. This is enabled with the new NX_SWEPT_SHAPE flag in NxCapsuleShapeDesc.
- programData member in NxMaterial
- NX_MF_SPRING_CONTACT flag of NxMaterial, and the appropriate code to emit suspension-spring-like contacts when this is enabled.
- SampleRaycast car
- Reworked applyForce code:
- removed these methods of NxActor because they were causing user confusion (they were hoping that it did more than just read back what they have previously set...) setForce (), setTorque(), getForce(), getTorque()
The replacement for setForce/setTorque is calling addForce/addTorque just once (per frame).
The replacement of getForce ()/getTorque() is to keep track of the forces you add.
- removed the variables: NxBodyDesc::initialForce, NxBodyDesc::initialTorque. The replacement for initialForce, initialTorque is addForce/addTorque after creating the object.
- forces act over the entire time step, including all substeps
- NxMaterial's vectors are now in shape space not in actor space.
- added 3 new joint types: - Distance - Pulley - Fixed
- kinematics perform move over a whole step, not a substep
- added methods to add impulses and velocity changes
- exception handling in SDK off, was enabled by mistake in 2.1.1
- implemented more material combine modes
- fixed a debug rendering crash bug
- fixed debug rendering extra lines and zero length lines bugs
- NX_VISUALIZE_COLLISION_NORMALS now defaults to zero.
- raycasting based approximate continuous collision detection (enable using NX_CONTINUOUS_CD)
- faster raycasting, now also supports segment queries
- 'one shot' scene collision queries
- added access to internal mesh data

2.1.1 - 2004.07.15
==================
- convex-mesh collision detection
- convex meshes viewer scene
- broken joints deletion process cleared up
- raycasting against compounds fix
- NX_NOTIFY_ON_START_TOUCH bug fixed
- bugs related to jointing bodies to kinematics fixed
- crash fixed when switching body from kinematic to dynamic
- implemented contact and friction force feedback in contact report
- joints to kinematic bodies now projected correctly
- removed reduced simulation mode for joints
- made it possible to set a different number of solver iterations per body
- added adaptive force parameter - improved solver: bodies don't pop out of other bodies as fast as before
- improved solver: non-reduced mode joints work better
- fixed rotating spheres and longs solver problem
- fixed solver instability on very thin objects
- visual C++ .NET project files
- fixed several box-capsule contact generation bugs
- added more error messages regarding broken joints
- removed '#'-s in filenames of monster truck demos
- updated docs with more information on releasing actors and broken joints
- added angular projection for revolute joints
- fixed some bias scaling related bugs in friction and joint setup code
- fixed uninitialized variable bug in viewer
- removed obsolete files from foundation
- extended ODF files to permit specification of joint projection
- fixed joint projection bug
- fixed fat lines rendering bug in viewer
- fixed some doc bugs
- fixed bug regarding kinematic bodies going to sleep
- fixed sphere joint limit visualization bug
- visualization flag for shapes, bodies, and joints
- added docs on masses of trigger shapes
- added FAQ section to SDK docs
- simplified versioning mechanism
- renamed ShapeDesc::triggerFlags into ShapeDesc::flags.
- fixed bug regarding deletion of trigger shapes
- removed personal edition copy protection scheme
2.1 - 2004.05.15
=================
- Pulled enums and typedefs out of classes. For example NxSomeClass::SOME_FLAG is now NX_SOME_FLAG.
- NxCollisionGroup changed from an enum to an int.
- NxCollisionGroup 0 no longer has special meaning. Static-static collision detection is automatically not performed.
- Actors, Shapes and Joints now have setName () getName() methods for debugging convenience.
- Removed support for dynamic meshes flag
- Optimized mesh inertia tensor computation
- Removed dynamic and default mesh classes from Foundation
- Replaced NxUserTriangleMesh with NxSimpleTriangleMesh, changed the way meshes are provided to the SDK - User's meshes are now copied, not referenced
- Materials are now stored in a global list and indexed by shapes, not actors.
- New material per triangles feature (for all mesh-primitive combinations)
- Added sleep velocity thresholds
- Changed SLEEP_LIN_VEL_SQUARED to SLEEP_DEFAULT_LIN_VEL_QUARED& also angular
- Documented NX_MIN_SEPARATION_FOR_PENALTY in manual.
- Removed quaternion accessor functions and made elements public.
- Added NxMat34::getColumnMajor44(), NxMat34::setColumnMajor44() for ez 4x4 graphics matrix conversion.
- Added X get*() methods which return the matrix value instead of copying it to a destination address. void get*(X) methods are now deprecated.
- Fixed bug with kinematicactors (were generating useless contacts)
- Fixed bug with raycasting against compounds (was returning internal compound shapes & wasn't testing collision groups)
- RunFor() timing params are now scene properties.
- Asynchronous API added. runFor is deprecated.
- Removed NxUserContactReport::onPairCreated() due to performance concerns! Users must take care to notice that their implementing code no longer does anything / never gets called!! We don't have a full replacement for this mechanism yet. For now NxScene::setActorPairFlags() is the best bet.
- Added CoreDump mechanism.
- Maya exporter
- ConvexMesh-ConvexMesh Collision Detection
- Four new sample programs: SampleConvex, SampleGameLevel, SampleMaterials, SampleMeshMaterials
- Got rid of NxActor's localToGlobalSpace, globalToLocalSpace, localToGlobalSpaceDirection, globalToLocalSpaceDirection . because the implementation transformed between the wrong spaces. To get the old behavior, use this code: NxMat34 cmpose; actor->setCMassGlobalPose(cmpose); worldPositon = cmpose * bodyPosition;
//localToGlobalSpace bodyPositon = cmpose % worldPosition;
//globalToLocalSpace worldDirection = cmpose.M * bodyDirection;

//localToGlobalSpaceDirection bodyDirection = cmpose.M % worldDirection;
//globalToLocalSpaceDirection To get the proper behavior, use this code: worldPositon = actor->getGlobalPoseReference() * bodyPosition;
//localToGlobalSpace bodyPositon = actor->getGlobalPoseReference() % worldPosition;
//globalToLocalSpace worldDirection = actor->getGlobalPoseReference().M * bodyDirection;

//localToGlobalSpaceDirection bodyDirection = actor->getGlobalPoseReference().M % worldDirection;
//globalToLocalSpaceDirection
- Removed NxScene::enablePair, isEnabledPair. They are replaced by the new get/setPairFlags (). The old behavior maps to the new calls like so: /**
enables or disables collision detection between a pair of actors. Initially all pairs are enabled. Collision detection between two shapes a and b occurs if: NxPhysicsSDK::getGroupCollisionFlag(a->getGroup(), b->getGroup()) && isEnabledPair(a->getActor(),b->getActor()) is true. Note: a and b may not refer to the same shape. */ NX_INLINE void enablePair (NxActor&,
NxActor&,
bool enable) { if (enable) setPairFlags(a,b, getPairFlags(a,b) | NX_IGNORE_PAIR); else
setPairFlags(a,b, getPairFlags(a,b) & ~NX_IGNORE_PAIR);
}
/** Queries the value set by the above call. */ NX_INLINE bool isEnabledPair(NxActor&a, NxActor&b) = 0 {
return getPairFlags(a,b) & 1;
}
2.03 - 2004.04.08
=================
-B

AM Feb 20 fixed: inertia tensors of meshes are wrong -B
AM Feb 22 fixed: syntax error in NxQuat template's slerp code -B
AM Feb 22 fixed: setGlobalAxis/setGlobalAnchor in NxJoint and NxJointDesc transform to body space, while the local frames are documented as being in actor space, as they should be -B
AM Feb 22 releasing/in any way changing static actor doesn't notify its joints (incl: making it dynamic) == > workaround for now is to use NULL for static actors when jointing
-B AM Feb 22 fixed: Spellcheck api doc comments
-B AM Feb 22 new feature: kinematic motion of bodies
-B AM Mar 5 fixed: Several class doc comments are not immediately followed by the class declaration so doxygen ignores them.
-B AM Mar 02 fixed: Sleeping code is time step sensitive: With small dt stuff goes to sleep unrealistically fast.
-B AM Mar 05 fixed: Deleting while in bbox vis mode causes a crash
-B PT Mar 20 Fixed crash when running empty simulation
-B AM Mar 20 Improved capsule contact generation for parallell case.
-B PT Mar 22 Additional parameter in NxActor::wakeUp

API Changes

- replaced bitfields with enum flags (impacts aniso friction and joints)

Other changes

- removed all templates except NxArray
- Added 3 new samples
- fixed various contact stream iterator problems
- updated docs with kinematic bodies infos
- added this change log

2.02 - 2004.02.19
=================
Collision SDK and RB SDK Merged
Substance SDK Discontinued
Most of the tech completely rewritten - hence no change list.


1.91 - 2003.07.07
=================
Rigid Body SDK: get hinge angle and velocity query, for both artic and lagrange .
Rigid Body SDK: fixed: penetration correction of lagrange jointed stuff is worse than articulated stuff
Rigid Body SDK: fixed: dense grid of contacts acts weird (Pierre showed that this is fixed but we have no good repro)
Rigid Body SDK: changed solver to no sub iters (5x faster), and correct bounce correction
-- now big stacks go to sleep slower
-- boxes don't bounce up straight anymore
Rigid Body SDK: removed obsolete rigid sdk params
Rigid Body SDK: very redundant contacts are working.
Rigid Body SDK: stuff can be created in sleeping mode, even if jointed.
Rigid Body SDK: fixed: Articulations don't fall asleep
Collision SDK: heightfield mode for meshes
Foundation SDK: fixed inplace matrix transpose bug
Collision SDK: test cave configuration for terrains
Collision SDK: upgrated to opcode 1.3
Collision SDK: fixed a bug in mesh-mesh that didn't seem to be having any bad effects.
Foundation SDK: all stl gotten rid of
Foundation SDK: array class with decent memory management
Viewer: vs7 build of viewer
Tools: flexporter was exporting spheres wrong (made them off-center with a nonzero offset)
Rigid Body SDK: fixed: the asymetry of the fixed and prismatic joint leads to breakage if the bodies are not ordered right (it creates a different response.) Collision SDK: capsules integrated (Simon)
Rigid Body SDK: new contact solver combines Pierre's work
Rigid Body SDK: created fixed joint
Demo: gears demo
Demo: bride demo
Rigid Body SDK: added bias for limits.
Collision SDK: fixed a bug in sphere-sphere penetration computation
Foundation SDK: Spelling Error in Nx.h: "usually becase you have passed"
Rigid Body SDK: Spelling Error in NxRigidBodySDK.h: "byt": Larger values may fix exploding systems byt introduces constraint error.
Collision SDK: fixed incorrect computation of box-sphere penetration in the special case of the sphere center being embedded in the box.
Rigid Body SDK: fixed a bug regarding the deletion of effectors not removed from scene
Rigid Body SDK: fixed a bug regarding removal of joints, bodies, and effectors from one of multiple scenes, where they were not added
Rigid Body SDK: fixed a bug regarding the duplicate addition of effectors to a scene
Rigid Body SDK: fixed a bug with non-invertable response of fixed articulation
Viewer: fixed non pow2 texture widths are loaded badly (jpg format)
Collision SDK: Fixed a bug in mesh vs. line
Collision SDK: Fixed a bug in heightfield vs. box
Collision SDK: Fixed a bug in mesh vs. plane
Rigid Body SDK: fixed explosion on constraining missing featherstone dofs.
1.9
All SDKs: Codewarrior compiler compatibility -- renamed overloaded method names
All SDKs: Professional Edition DLLs
Rigid Body SDK: Fixed a crash bug related to deleting certain joints or bodies
Rigid Body SDK: Completely rewritten solver
Foundation SDK: changed memory allocation in foundation, + other misc stuff so other SDKs don't have to link with foundation

1.8 - 2003.06.01
=================
Rigid Body SDK: gravity applied if group is not sleeping
Rigid Body SDK: normal forces have different magnitudes, not real normal forces, just an estimate (this is a problem)
Rigid Body SDK: frict scaling params removed.
Rigid Body SDK: frict coeffs changed, new ranges
Rigid Body SDK: FAST linear time contact solver has good friction model!
Rigid Body SDK: FAST linear time contact solver!
Rigid Body SDK: add API method to purge limit planes.
Rigid Body SDK: applyImpulses () should checks f[i], and early outs if it is zero.
Collision SDK: sweep and prune broad phase, new NxBroadPhase
Collision SDK: caching of near phase results when there was no movement.
Collision SDK: redone exact mesh-box
Collision SDK: redone exact mesh-sphere
Collision SDK: fixed iterators in scene and shapeSet so that calling getNext () after hasMore() returns zero doesn't result in access violation. Actually, now hasMore () is redundant.
Viewer: changed default friction and restitution coeffs in viewer.
Viewer: don't pose change notify unless neccesary
Viewer: punching of bodies
Viewer: better mesh visualization

1.6 - 2003.02.21
=================
Viewer: delete bodies in viewer demos by right-dragging a body and then pressing delete.
Viewer: monster truck can now be driven even if some wheels have been deleted.
Viewer: tweaked monster truck car controller for torque based driving.
Viewer: Granny support for articulated characters ('ragdolls') (only available for Rad Game Tools Granny licensees)
Viewer: inertia tensor can be specified explicitly in the body block of an ods file
Viewer: Made a real collision veto joint in viewer
Collision SDK: fixed bug in mesh-box colldet (thanks to Jason Zisk of nFusion)
Collision SDK: mesh data structure can be visualized by appropriate setting SDK param.
Collision SDK: removed STL from hashGridSpace + optimized it a bit
Collision SDK: new contact groups methods, removed corresp. group methods from hashGridSpace.
Collision SDK: new pairwise contact disabling methods
Rigid Body SDK: hugely improved performance of hinge and prismatic joints, see the monster truck demo for an example.
Rigid Body SDK: NxBody::createClone()
Rigid Body SDK: customizeable damping in NxJoint, works only for chains of hinge and prismatic joints.
Rigid Body SDK: fixed defect in joint limit plane iteration.
Rigid Body SDK: fixed implementation bug of bool Scene::hasMoreJoints().
Rigid Body SDK: joint and body scene removal / addition / deletion error checking.
Rigid Body SDK: setVelocity / momentum only wakes bodies if the set vel is high.
More orderly shortcuts in startmenu.
More demos.
New licensing scheme (registry stuff goes to HKEY_CURRENT_USER, we don't mail reg files anymore.)
No more double precision libs shipped in personal edition (ask if you still want them)
updated docs

1.51 - 2003.01.09
=================
Fixed vsync slowdown problem in viewer
Frame rate limited to physics rate (usually 50 Hz)
single precision floating point DLLs for collision SDK and RB SDK(F32 suffix)
doc bug fixes

1.5
=================
Substance SDK
userErrorStream has new reportError member
Foundation SDK as DLL
substance SDK support in viewer
breaking joints was broken in 1.45, fixed.
mesh-box collision detection implemented
matrix ops of the form Mx::op(A,B) first write to a temp object in case A.op(A,B) is called.
also same for vector cross product.
fixed bug regarding edge-edge colldet penetration depth compute.
improved mesh-sphere
added fracturable vase and road blocks to monster truck demo

1.45 - 2002.12.02
=================
updated simple demos
added colldet block and sim params block to demo scripts.
obstacle support removed
mass = 0 bodies can have material properties
getBodies method in NxJoint
fixed hashspace problem
solver params settable from scripts
fixed box-box bug
stuff stuck in air now wake up
thin rod spin limiting by max angular velocity
joint support improved for Juice

1.44 - 2002.10.30
=================
mesh-mesh collision detection added
mesh-sphere collision detection added
mesh-line collision detection added
mesh-plane collision detection added
internal parameters exposed
doc bugs fixed
full screen mode put back
box-sphere collision penetration depth fix
isAttachedByJoint typo
NxSphere, etc. can have release() called on it directly.

1.431
=================
mass adaptive drag force strength in viewer

1.43 - 2002.10.15
=================
additions and fixes in viewer and rigid body documentation (thanks to Nate and Pierre)
memory leak fix in viewer (thanks to Mete)
domino demo failure
included Pierre's new toboggan demo

1.42 - 2002.10.08
=================
fixed installer problem (DLL placement)

1.41 - 2002.10.03
=================
memory manager issues
readme for max exporter
shortcuts to viewer doc and projects
readme file correction

1.4 - 2002.08.25
================
first public SDK release


==EOF==


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