// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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_NP_ARTICULATION #define PX_PHYSICS_NP_ARTICULATION #include "PxArticulation.h" #include "CmPhysXCommon.h" #if PX_ENABLE_DEBUG_VISUALIZATION #include "CmRenderOutput.h" #endif #include "ScbArticulation.h" #include "NpArticulationLink.h" namespace physx { class NpArticulationLink; class NpScene; class NpAggregate; class PxAggregate; class NpArticulation : public PxArticulation, public Ps::UserAllocated { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: virtual ~NpArticulation(); // PX_SERIALIZATION NpArticulation(PxBaseFlags baseFlags) : PxArticulation(baseFlags), mArticulation(PxEmpty), mArticulationLinks(PxEmpty) {} virtual void exportExtraData(PxSerializationContext& stream); void importExtraData(PxDeserializationContext& context); void resolveReferences(PxDeserializationContext& context); virtual void requiresObjects(PxProcessPxBaseCallback& c); static NpArticulation* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION //--------------------------------------------------------------------------------- // PxArticulation implementation //--------------------------------------------------------------------------------- virtual void release(); virtual PxScene* getScene() const; virtual PxU32 getInternalDriveIterations() const; virtual void setInternalDriveIterations(PxU32 iterations); virtual PxU32 getExternalDriveIterations() const; virtual void setExternalDriveIterations(PxU32 iterations); virtual PxU32 getMaxProjectionIterations() const; virtual void setMaxProjectionIterations(PxU32 iterations); virtual PxReal getSeparationTolerance() const; virtual void setSeparationTolerance(PxReal tolerance); virtual void setSleepThreshold(PxReal threshold); virtual PxReal getSleepThreshold() const; virtual void setStabilizationThreshold(PxReal threshold); virtual PxReal getStabilizationThreshold() const; virtual void setWakeCounter(PxReal wakeCounterValue); virtual PxReal getWakeCounter() const; virtual void setSolverIterationCounts(PxU32 positionIters, PxU32 velocityIters); virtual void getSolverIterationCounts(PxU32 & positionIters, PxU32 & velocityIters) const; virtual bool isSleeping() const; virtual void wakeUp(); virtual void putToSleep(); virtual PxArticulationLink* createLink(PxArticulationLink* parent, const PxTransform& pose); virtual PxU32 getNbLinks() const; virtual PxU32 getLinks(PxArticulationLink** userBuffer, PxU32 bufferSize, PxU32 startIndex) const; virtual PxBounds3 getWorldBounds(float inflation=1.01f) const; virtual PxAggregate* getAggregate() const; // Debug name virtual void setName(const char*); virtual const char* getName() const; virtual PxArticulationDriveCache* createDriveCache(PxReal compliance, PxU32 driveIterations) const; virtual void updateDriveCache(PxArticulationDriveCache& cache, PxReal compliance, PxU32 driveIterations) const; virtual void releaseDriveCache(PxArticulationDriveCache&) const; virtual void applyImpulse(PxArticulationLink*, const PxArticulationDriveCache& driveCache, const PxVec3& force, const PxVec3& torque); virtual void computeImpulseResponse(PxArticulationLink*, PxVec3& linearResponse, PxVec3& angularResponse, const PxArticulationDriveCache& driveCache, const PxVec3& force, const PxVec3& torque) const; //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- NpArticulation(); PX_INLINE void addToLinkList(NpArticulationLink& link) { mArticulationLinks.pushBack(&link); } bool removeLinkFromList(NpArticulationLink& link) { PX_ASSERT(mArticulationLinks.find(&link) != mArticulationLinks.end()); return mArticulationLinks.findAndReplaceWithLast(&link); } PX_FORCE_INLINE NpArticulationLink* const* getLinks() { return &mArticulationLinks.front(); } NpArticulationLink* getRoot(); PX_FORCE_INLINE const Scb::Articulation& getArticulation() const { return mArticulation; } PX_FORCE_INLINE Scb::Articulation& getArticulation() { return mArticulation; } NpScene* getAPIScene() const; NpScene* getOwnerScene() const; // the scene the user thinks the actor is in, or from which the actor is pending removal PX_FORCE_INLINE void setAggregate(NpAggregate* a) { mAggregate = a; } void wakeUpInternal(bool forceWakeUp, bool autowake); PX_FORCE_INLINE Scb::Articulation& getScbArticulation() { return mArticulation; } PX_FORCE_INLINE const Scb::Articulation& getScbArticulation() const { return mArticulation; } #if PX_ENABLE_DEBUG_VISUALIZATION public: void visualize(Cm::RenderOutput& out, NpScene* scene); #endif private: Scb::Articulation mArticulation; NpArticulationLinkArray mArticulationLinks; NpAggregate* mAggregate; const char* mName; }; } #endif