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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 "ScArticulationJointSim.h"
+#include "ScArticulationJointCore.h"
+#include "ScBodySim.h"
+#include "ScScene.h"
+#include "PxsRigidBody.h"
+#include "DyArticulation.h"
+#include "ScArticulationSim.h"
+#include "PxsSimpleIslandManager.h"
+
+using namespace physx;
+
+Sc::ArticulationJointSim::ArticulationJointSim(ArticulationJointCore& joint, ActorSim& parent, ActorSim& child) :
+ ActorInteraction (parent, child, InteractionType::eARTICULATION, 0),
+ mCore (joint)
+{
+ registerInActors();
+
+ BodySim& childBody = static_cast<BodySim&>(child),
+ & parentBody = static_cast<BodySim&>(parent);
+
+ parentBody.getArticulation()->addBody(childBody, &parentBody, this);
+
+ mCore.setSim(this);
+}
+
+
+Sc::ArticulationJointSim::~ArticulationJointSim()
+{
+ // articulation interactions do not make use of the dirty flags yet. If they did, a setClean(true) has to be introduced here.
+ PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST));
+ PX_ASSERT(!getDirtyFlags());
+
+ unregisterFromActors();
+
+ BodySim& child = getChild();
+ child.getArticulation()->removeBody(child);
+
+ mCore.setSim(NULL);
+}
+
+
+Sc::BodySim& Sc::ArticulationJointSim::getParent() const
+{
+ return static_cast<BodySim&>(getActorSim0());
+}
+
+
+Sc::BodySim& Sc::ArticulationJointSim::getChild() const
+{
+ return static_cast<BodySim&>(getActorSim1());
+}
+
+
+bool Sc::ArticulationJointSim::onActivate(void*)
+{
+ if(!(getParent().isActive() && getChild().isActive()))
+ return false;
+
+ raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ return true;
+}
+
+bool Sc::ArticulationJointSim::onDeactivate(PxU32)
+{
+ clearInteractionFlag(InteractionFlag::eIS_ACTIVE);
+ return true;
+}