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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/SimulationController/src/ScConstraintSim.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]
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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_CONSTRAINT_SIM
+#define PX_PHYSICS_CONSTRAINT_SIM
+
+#include "PxSimulationEventCallback.h"
+#include "DyConstraint.h"
+
+namespace physx
+{
+namespace Sc
+{
+
+ class Scene;
+ class ConstraintInteraction;
+ class ConstraintCore;
+ class RigidCore;
+ class BodySim;
+ class RigidSim;
+
+ class ConstraintSim : public Ps::UserAllocated
+ {
+ public:
+ enum Enum
+ {
+ ePENDING_GROUP_UPDATE = (1<<0), // For constraint projection an island of the bodies connected by constraints is generated.
+ // Schedule generation/update of the island this constraint is a part of.
+ eBREAKABLE = (1<<1), // The constraint can break
+ eCHECK_MAX_FORCE_EXCEEDED = (1<<2), // This constraint will get tested for breakage at the end of the sim step
+ eBROKEN = (1<<3)
+ };
+
+ ConstraintSim(ConstraintCore& core,
+ RigidCore* r0,
+ RigidCore* r1,
+ Scene& scene);
+
+ ~ConstraintSim();
+
+ void preBodiesChange();
+ void postBodiesChange(RigidCore* r0, RigidCore* r1);
+
+ void checkMaxForceExceeded();
+ void updateRelatedSIPs();
+
+ void setBreakForceLL(PxReal linear, PxReal angular);
+ PX_INLINE void setMinResponseThresholdLL(PxReal threshold);
+ void setConstantsLL(void* addr);
+ PX_INLINE const void* getConstantsLL() const;
+
+ void postFlagChange(PxConstraintFlags oldFlags, PxConstraintFlags newFlags);
+
+ PX_FORCE_INLINE const Dy::Constraint& getLowLevelConstraint() const { return mLowLevelConstraint; }
+ PX_FORCE_INLINE Dy::Constraint& getLowLevelConstraint() { return mLowLevelConstraint; }
+ PX_FORCE_INLINE ConstraintCore& getCore() const { return mCore; }
+ PX_FORCE_INLINE BodySim* getBody(PxU32 i) const // for static actors or world attached constraints NULL is returned
+ {
+ return mBodies[i];
+ }
+
+ RigidSim& getRigid(PxU32 i);
+
+ void getForce(PxVec3& force, PxVec3& torque);
+ bool isBroken() const;
+
+ PX_FORCE_INLINE PxU8 readFlag(PxU8 flag) const { return PxU8(mFlags & flag); }
+ PX_FORCE_INLINE void setFlag(PxU8 flag) { mFlags |= flag; }
+ PX_FORCE_INLINE void clearFlag(PxU8 flag) { mFlags &= ~flag; }
+
+
+ //------------------------------------ Projection trees -----------------------------------------
+ private:
+ PX_INLINE BodySim* getConstraintGroupBody();
+
+ public:
+ bool hasDynamicBody();
+
+ void projectPose(BodySim* childBody, Ps::Array<BodySim*>& projectedBodies);
+ PX_INLINE BodySim* getOtherBody(BodySim*);
+ PX_INLINE BodySim* getAnyBody();
+
+ bool needsProjection();
+ //-----------------------------------------------------------------------------------------------
+
+ void visualize(PxRenderBuffer &out);
+ private:
+ ConstraintSim& operator=(const ConstraintSim&);
+ bool createLLConstraint();
+ void destroyLLConstraint();
+ private:
+ Dy::Constraint mLowLevelConstraint;
+ Scene& mScene;
+ ConstraintCore& mCore;
+ ConstraintInteraction* mInteraction;
+ BodySim* mBodies[2];
+ PxU8 mFlags;
+ };
+} // namespace Sc
+
+
+PX_INLINE void Sc::ConstraintSim::setMinResponseThresholdLL(PxReal threshold)
+{
+ mLowLevelConstraint.minResponseThreshold = threshold;
+}
+
+PX_INLINE const void* Sc::ConstraintSim::getConstantsLL() const
+{
+ return mLowLevelConstraint.constantBlock;
+}
+
+
+PX_INLINE Sc::BodySim* Sc::ConstraintSim::getOtherBody(BodySim* b)
+{
+ return (b == mBodies[0]) ? mBodies[1] : mBodies[0];
+}
+
+
+PX_INLINE Sc::BodySim* Sc::ConstraintSim::getAnyBody()
+{
+ if (mBodies[0])
+ return mBodies[0];
+ else
+ return mBodies[1];
+}
+
+}
+
+#endif