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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/NpRigidDynamic.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/NpRigidDynamic.h')
| -rw-r--r-- | PhysX_3.4/Source/PhysX/src/NpRigidDynamic.h | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysX/src/NpRigidDynamic.h b/PhysX_3.4/Source/PhysX/src/NpRigidDynamic.h new file mode 100644 index 00000000..1458f0fe --- /dev/null +++ b/PhysX_3.4/Source/PhysX/src/NpRigidDynamic.h @@ -0,0 +1,171 @@ +// 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 |