// 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) 2008-2017 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 DY_ARTICULATION_INTERFACE_H #define DY_ARTICULATION_INTERFACE_H #include "DyArticulationUtils.h" namespace physx { class PxcConstraintBlockStream; class PxcScratchAllocator; class PxsConstraintBlockManager; struct PxSolverConstraintDesc; namespace Dy { struct ArticulationSolverDesc; class ArticulationPImpl { public: typedef PxU32 (*ComputeUnconstrainedVelocitiesFn)(const ArticulationSolverDesc& desc, PxReal dt, PxcConstraintBlockStream& stream, PxSolverConstraintDesc* constraintDesc, PxU32& acCount, PxsConstraintBlockManager& constraintBlockManager, const PxVec3& gravity, PxU64 contextID); typedef void (*UpdateBodiesFn)(const ArticulationSolverDesc& desc, PxReal dt); typedef void (*SaveVelocityFn)(const ArticulationSolverDesc &m); static ComputeUnconstrainedVelocitiesFn sComputeUnconstrainedVelocities; static UpdateBodiesFn sUpdateBodies; static SaveVelocityFn sSaveVelocity; static PxU32 computeUnconstrainedVelocities(const ArticulationSolverDesc& desc, PxReal dt, PxcConstraintBlockStream& stream, PxSolverConstraintDesc* constraintDesc, PxU32& acCount, PxcScratchAllocator&, PxsConstraintBlockManager& constraintBlockManager, const PxVec3& gravity, PxU64 contextID) { PX_ASSERT(sComputeUnconstrainedVelocities); if(sComputeUnconstrainedVelocities) return (sComputeUnconstrainedVelocities)(desc, dt, stream, constraintDesc, acCount, constraintBlockManager, gravity, contextID); else return 0; } static void updateBodies(const ArticulationSolverDesc& desc, PxReal dt) { PX_ASSERT(sUpdateBodies); if(sUpdateBodies) (*sUpdateBodies)(desc, dt); } static void saveVelocity(const ArticulationSolverDesc& desc) { PX_ASSERT(sSaveVelocity); if(sSaveVelocity) (*sSaveVelocity)(desc); } }; } } #endif //DY_ARTICULATION_INTERFACE_H