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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.
+
+
+#include "ExtPrismaticJoint.h"
+#include "ExtConstraintHelper.h"
+#include "CmRenderOutput.h"
+
+namespace physx
+{
+namespace Ext
+{
+ PxU32 PrismaticJointSolverPrep(Px1DConstraint* constraints,
+ PxVec3& body0WorldOffset,
+ PxU32 maxConstraints,
+ PxConstraintInvMassScale &invMassScale,
+ const void* constantBlock,
+ const PxTransform& bA2w,
+ const PxTransform& bB2w)
+ {
+ PX_UNUSED(maxConstraints);
+
+ const PrismaticJointData& data = *reinterpret_cast<const PrismaticJointData*>(constantBlock);
+ invMassScale = data.invMassScale;
+
+ PxTransform cA2w = bA2w.transform(data.c2b[0]);
+ PxTransform cB2w = bB2w.transform(data.c2b[1]);
+
+ bool limitEnabled = data.jointFlags & PxPrismaticJointFlag::eLIMIT_ENABLED;
+ const PxJointLinearLimitPair &limit = data.limit;
+ bool limitIsLocked = limitEnabled && limit.lower >= limit.upper;
+
+ PxVec3 bOriginInA = cA2w.transformInv(cB2w.p);
+
+ body0WorldOffset = cB2w.p-bA2w.p;
+ joint::ConstraintHelper ch(constraints,cB2w.p-bA2w.p, cB2w.p-bB2w.p);
+ ch.prepareLockedAxes(cA2w.q, cB2w.q, bOriginInA, limitIsLocked ? 7ul : 6ul, 7ul);
+
+ if(limitEnabled && !limitIsLocked)
+ {
+ PxVec3 axis = cA2w.rotate(PxVec3(1.f,0,0));
+ PxReal ordinate = bOriginInA.x;
+
+ ch.linearLimit(axis, ordinate, limit.upper, limit);
+ ch.linearLimit(-axis, -ordinate, -limit.lower, limit);
+ }
+
+ return ch.getCount();
+ }
+}//namespace
+
+}
+
+//~PX_SERIALIZATION
+