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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/SimulationController/src/ScConstraintSim.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/SimulationController/src/ScConstraintSim.h')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScConstraintSim.h | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScConstraintSim.h b/PhysX_3.4/Source/SimulationController/src/ScConstraintSim.h new file mode 100644 index 00000000..35dc3ca4 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScConstraintSim.h @@ -0,0 +1,156 @@ +// 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 |