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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/NpRigidDynamic.h
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
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_RIGIDDYNAMIC
+#define PX_PHYSICS_NP_RIGIDDYNAMIC
+
+#include "NpRigidBodyTemplate.h"
+#include "PxRigidDynamic.h"
+#include "ScbBody.h"
+#include "PxMetaData.h"
+
+namespace physx
+{
+
+class NpRigidDynamic;
+typedef NpRigidBodyTemplate<PxRigidDynamic> NpRigidDynamicT;
+
+class NpRigidDynamic : public NpRigidDynamicT
+{
+//= 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
+ NpRigidDynamic(PxBaseFlags baseFlags) : NpRigidDynamicT(baseFlags) {}
+
+ virtual void requires(PxProcessPxBaseCallback& c);
+
+ static NpRigidDynamic* createObject(PxU8*& address, PxDeserializationContext& context);
+ static void getBinaryMetaData(PxOutputStream& stream);
+//~PX_SERIALIZATION
+ virtual ~NpRigidDynamic();
+
+ //---------------------------------------------------------------------------------
+ // PxActor implementation
+ //---------------------------------------------------------------------------------
+
+ virtual void release();
+
+ //---------------------------------------------------------------------------------
+ // PxRigidDynamic implementation
+ //---------------------------------------------------------------------------------
+
+ virtual PxActorType::Enum getType() const { return PxActorType::eRIGID_DYNAMIC; }
+
+ // Pose
+ virtual void setGlobalPose(const PxTransform& pose, bool autowake);
+ PX_FORCE_INLINE PxTransform getGlobalPoseFast() const
+ {
+ const Scb::Body& body=getScbBodyFast();
+ return body.getBody2World() * body.getBody2Actor().getInverse();
+ }
+ virtual PxTransform getGlobalPose() const
+ {
+ NP_READ_CHECK(NpActor::getOwnerScene(*this));
+ return getGlobalPoseFast();
+ }
+
+ virtual void setKinematicTarget(const PxTransform& destination);
+ virtual bool getKinematicTarget(PxTransform& target);
+
+ // Center of mass pose
+ virtual void setCMassLocalPose(const PxTransform&);
+
+ // Damping
+ virtual void setLinearDamping(PxReal);
+ virtual PxReal getLinearDamping() const;
+ virtual void setAngularDamping(PxReal);
+ virtual PxReal getAngularDamping() const;
+
+ // Velocity
+ virtual void setLinearVelocity(const PxVec3&, bool autowake);
+ virtual void setAngularVelocity(const PxVec3&, bool autowake);
+ virtual void setMaxAngularVelocity(PxReal);
+ virtual PxReal getMaxAngularVelocity() const;
+
+ // Force/Torque modifiers
+ virtual void addForce(const PxVec3&, PxForceMode::Enum mode, bool autowake);
+ virtual void clearForce(PxForceMode::Enum mode);
+ virtual void addTorque(const PxVec3&, PxForceMode::Enum mode, bool autowake);
+ virtual void clearTorque(PxForceMode::Enum mode);
+
+ // Sleeping
+ virtual bool isSleeping() const;
+ virtual PxReal getSleepThreshold() const;
+ virtual void setSleepThreshold(PxReal threshold);
+ virtual PxReal getStabilizationThreshold() const;
+ virtual void setStabilizationThreshold(PxReal threshold);
+ virtual void setWakeCounter(PxReal wakeCounterValue);
+ virtual PxReal getWakeCounter() const;
+ virtual void wakeUp();
+ virtual void putToSleep();
+
+ virtual void setSolverIterationCounts(PxU32 positionIters, PxU32 velocityIters);
+ virtual void getSolverIterationCounts(PxU32 & positionIters, PxU32 & velocityIters) const;
+
+ virtual void setContactReportThreshold(PxReal threshold);
+ virtual PxReal getContactReportThreshold() const;
+
+ virtual PxRigidDynamicLockFlags getRigidDynamicLockFlags() const;
+ virtual void setRigidDynamicLockFlags(PxRigidDynamicLockFlags flags);
+ virtual void setRigidDynamicLockFlag(PxRigidDynamicLockFlag::Enum flag, bool value);
+
+ //---------------------------------------------------------------------------------
+ // Miscellaneous
+ //---------------------------------------------------------------------------------
+ NpRigidDynamic(const PxTransform& bodyPose);
+
+ virtual void switchToNoSim();
+ virtual void switchFromNoSim();
+
+ PX_FORCE_INLINE void wakeUpInternal();
+ void wakeUpInternalNoKinematicTest(Scb::Body& body, bool forceWakeUp, bool autowake);
+
+private:
+ PX_FORCE_INLINE void setKinematicTargetInternal(const PxTransform& destination);
+
+#if PX_ENABLE_DEBUG_VISUALIZATION
+public:
+ void visualize(Cm::RenderOutput& out, NpScene* scene);
+#endif
+};
+
+
+
+
+PX_FORCE_INLINE void NpRigidDynamic::wakeUpInternal()
+{
+ PX_ASSERT(NpActor::getOwnerScene(*this));
+
+ Scb::Body& body = getScbBodyFast();
+ const PxRigidBodyFlags currentFlags = body.getFlags();
+
+ if (!(currentFlags & PxRigidBodyFlag::eKINEMATIC)) // kinematics are only awake when a target is set, else they are asleep
+ wakeUpInternalNoKinematicTest(body, false, true);
+}
+
+
+}
+
+#endif