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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysX/src/NpConstraint.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/PhysX/src/NpConstraint.h')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpConstraint.h | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpConstraint.h b/PhysX_3.4/Source/PhysX/src/NpConstraint.h new file mode 100644 index 00000000..b8680a77 --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpConstraint.h @@ -0,0 +1,131 @@ +// 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_CONSTRAINT +#define PX_PHYSICS_NP_CONSTRAINT + +#include "PsUserAllocated.h" +#include "PxConstraint.h" +#include "ScbConstraint.h" + +namespace physx +{ + +class NpScene; +class NpRigidDynamic; + +namespace Scb +{ + class RigidObject; +} + +class NpConstraint : public PxConstraint, 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: +// PX_SERIALIZATION + NpConstraint(PxBaseFlags baseFlags) : PxConstraint(baseFlags), mConstraint(PxEmpty) {} + virtual void setConstraintFunctions(PxConstraintConnector& n, + const PxConstraintShaderTable &t); + static NpConstraint* createObject(PxU8*& address, PxDeserializationContext& context); + static void getBinaryMetaData(PxOutputStream& stream); + void exportExtraData(PxSerializationContext&) {} + void importExtraData(PxDeserializationContext&) { } + void resolveReferences(PxDeserializationContext& context); + virtual void requires(PxProcessPxBaseCallback&){} + virtual bool isSubordinate() const { return true; } +//~PX_SERIALIZATION + NpConstraint(PxRigidActor* actor0, PxRigidActor* actor1, PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize); + ~NpConstraint(); + + virtual void release(); + + virtual PxScene* getScene() const; + + virtual void getActors(PxRigidActor*& actor0, PxRigidActor*& actor1) const; + virtual void setActors(PxRigidActor* actor0, PxRigidActor* actor1); + + virtual PxConstraintFlags getFlags() const; + virtual void setFlags(PxConstraintFlags flags); + virtual void setFlag(PxConstraintFlag::Enum flag, bool value); + + virtual void getForce(PxVec3& linear, PxVec3& angular) const; + + virtual void markDirty(); + + virtual void setBreakForce(PxReal linear, PxReal angular); + virtual void getBreakForce(PxReal& linear, PxReal& angular) const; + + virtual void setMinResponseThreshold(PxReal threshold); + virtual PxReal getMinResponseThreshold() const; + + virtual bool isValid() const; + + virtual void* getExternalReference(PxU32& typeID); + + void initialize(const PxConstraintDesc&, Scb::Constraint*); + void updateConstants(); + void comShift(PxRigidActor*); + void actorDeleted(PxRigidActor*); + + + + NpScene* getNpScene() const; + + NpScene* getSceneFromActors() const; + PX_FORCE_INLINE Scb::Constraint& getScbConstraint() { return mConstraint; } + PX_FORCE_INLINE const Scb::Constraint& getScbConstraint() const { return mConstraint; } + PX_FORCE_INLINE bool isDirty() const { return mIsDirty; } + + + static Scb::RigidObject* getScbRigidObject(PxRigidActor*); +private: + PX_FORCE_INLINE static NpScene* getSceneFromActors(const PxRigidActor* actor0, const PxRigidActor* actor1); // Returns the scene if both actors are in the scene, else NULL + + PxRigidActor* mActor0; + PxRigidActor* mActor1; + Scb::Constraint mConstraint; + + // this used to be stored in Scb, but that doesn't really work since Scb::Constraint's + // flags all get cleared on fetchResults. In any case, in order to support O(1) + // insert/remove this really wants to be an index into NpScene's dirty joint array + + bool mIsDirty; + bool mPaddingFromBool[3]; // PT: because of mIsDirty +}; + +} + +#endif |