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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysX/src/NpArticulation.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 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_PHYSICS_NP_ARTICULATION
+#define PX_PHYSICS_NP_ARTICULATION
+
+#include "PxArticulation.h"
+#include "CmPhysXCommon.h"
+
+#if PX_ENABLE_DEBUG_VISUALIZATION
+#include "CmRenderOutput.h"
+#endif
+
+#include "ScbArticulation.h"
+#include "NpArticulationLink.h"
+
+namespace physx
+{
+
+class NpArticulationLink;
+class NpScene;
+class NpAggregate;
+class PxAggregate;
+
+
+class NpArticulation : public PxArticulation, public Ps::UserAllocated
+{
+//= ATTENTION! =====================================================================================
+// Changing the data layout of this class breaks the binary serialization format. See comments for
+// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+// accordingly.
+//==================================================================================================
+public:
+ virtual ~NpArticulation();
+
+// PX_SERIALIZATION
+ NpArticulation(PxBaseFlags baseFlags) : PxArticulation(baseFlags), mArticulation(PxEmpty), mArticulationLinks(PxEmpty) {}
+ virtual void exportExtraData(PxSerializationContext& stream);
+ void importExtraData(PxDeserializationContext& context);
+ void resolveReferences(PxDeserializationContext& context);
+ virtual void requires(PxProcessPxBaseCallback& c);
+ static NpArticulation* createObject(PxU8*& address, PxDeserializationContext& context);
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+
+ //---------------------------------------------------------------------------------
+ // PxArticulation implementation
+ //---------------------------------------------------------------------------------
+ virtual void release();
+
+ virtual PxScene* getScene() const;
+
+ virtual PxU32 getInternalDriveIterations() const;
+ virtual void setInternalDriveIterations(PxU32 iterations);
+
+ virtual PxU32 getExternalDriveIterations() const;
+ virtual void setExternalDriveIterations(PxU32 iterations);
+
+ virtual PxU32 getMaxProjectionIterations() const;
+ virtual void setMaxProjectionIterations(PxU32 iterations);
+
+ virtual PxReal getSeparationTolerance() const;
+ virtual void setSeparationTolerance(PxReal tolerance);
+
+ virtual void setSleepThreshold(PxReal threshold);
+ virtual PxReal getSleepThreshold() const;
+
+ virtual void setStabilizationThreshold(PxReal threshold);
+ virtual PxReal getStabilizationThreshold() const;
+
+ virtual void setWakeCounter(PxReal wakeCounterValue);
+ virtual PxReal getWakeCounter() const;
+
+ virtual void setSolverIterationCounts(PxU32 positionIters, PxU32 velocityIters);
+ virtual void getSolverIterationCounts(PxU32 & positionIters, PxU32 & velocityIters) const;
+
+ virtual bool isSleeping() const;
+ virtual void wakeUp();
+ virtual void putToSleep();
+
+ virtual PxArticulationLink* createLink(PxArticulationLink* parent, const PxTransform& pose);
+
+ virtual PxU32 getNbLinks() const;
+ virtual PxU32 getLinks(PxArticulationLink** userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
+
+ virtual PxBounds3 getWorldBounds(float inflation=1.01f) const;
+
+ virtual PxAggregate* getAggregate() const;
+
+ // Debug name
+ virtual void setName(const char*);
+ virtual const char* getName() const;
+
+ virtual PxArticulationDriveCache*
+ createDriveCache(PxReal compliance, PxU32 driveIterations) const;
+
+ virtual void updateDriveCache(PxArticulationDriveCache& cache, PxReal compliance, PxU32 driveIterations) const;
+
+ virtual void releaseDriveCache(PxArticulationDriveCache&) const;
+
+ virtual void applyImpulse(PxArticulationLink*,
+ const PxArticulationDriveCache& driveCache,
+ const PxVec3& force,
+ const PxVec3& torque);
+
+ virtual void computeImpulseResponse(PxArticulationLink*,
+ PxVec3& linearResponse,
+ PxVec3& angularResponse,
+ const PxArticulationDriveCache& driveCache,
+ const PxVec3& force,
+ const PxVec3& torque) const;
+
+
+
+
+ //---------------------------------------------------------------------------------
+ // Miscellaneous
+ //---------------------------------------------------------------------------------
+ NpArticulation();
+
+ PX_INLINE void addToLinkList(NpArticulationLink& link) { mArticulationLinks.pushBack(&link); }
+ bool removeLinkFromList(NpArticulationLink& link) { PX_ASSERT(mArticulationLinks.find(&link) != mArticulationLinks.end()); return mArticulationLinks.findAndReplaceWithLast(&link); }
+ PX_FORCE_INLINE NpArticulationLink* const* getLinks() { return &mArticulationLinks.front(); }
+
+ NpArticulationLink* getRoot();
+
+ PX_FORCE_INLINE const Scb::Articulation& getArticulation() const { return mArticulation; }
+ PX_FORCE_INLINE Scb::Articulation& getArticulation() { return mArticulation; }
+
+ NpScene* getAPIScene() const;
+ NpScene* getOwnerScene() const; // the scene the user thinks the actor is in, or from which the actor is pending removal
+
+ PX_FORCE_INLINE void setAggregate(NpAggregate* a) { mAggregate = a; }
+
+ void wakeUpInternal(bool forceWakeUp, bool autowake);
+
+ PX_FORCE_INLINE Scb::Articulation& getScbArticulation() { return mArticulation; }
+ PX_FORCE_INLINE const Scb::Articulation& getScbArticulation() const { return mArticulation; }
+
+
+#if PX_ENABLE_DEBUG_VISUALIZATION
+public:
+ void visualize(Cm::RenderOutput& out, NpScene* scene);
+#endif
+
+private:
+ Scb::Articulation mArticulation;
+ NpArticulationLinkArray mArticulationLinks;
+ NpAggregate* mAggregate;
+ const char* mName;
+};
+
+
+}
+
+#endif