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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/NpConstraint.h
downloadphysx-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')
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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_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