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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_CONSTRAINT #define PX_PHYSICS_NP_CONSTRAINT #include "PsUserAllocated.h" #include "PxConstraint.h" #include "ScbConstraint.h" namespace physx { class NpScene; class NpRigidDynamic; namespace Scb { class RigidObject; } class NpConstraint : public PxConstraint, 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: // PX_SERIALIZATION NpConstraint(PxBaseFlags baseFlags) : PxConstraint(baseFlags), mConstraint(PxEmpty) {} virtual void setConstraintFunctions(PxConstraintConnector& n, const PxConstraintShaderTable &t); static NpConstraint* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); void exportExtraData(PxSerializationContext&) {} void importExtraData(PxDeserializationContext&) { } void resolveReferences(PxDeserializationContext& context); virtual void requires(PxProcessPxBaseCallback&){} virtual bool isSubordinate() const { return true; } //~PX_SERIALIZATION NpConstraint(PxRigidActor* actor0, PxRigidActor* actor1, PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize); ~NpConstraint(); virtual void release(); virtual PxScene* getScene() const; virtual void getActors(PxRigidActor*& actor0, PxRigidActor*& actor1) const; virtual void setActors(PxRigidActor* actor0, PxRigidActor* actor1); virtual PxConstraintFlags getFlags() const; virtual void setFlags(PxConstraintFlags flags); virtual void setFlag(PxConstraintFlag::Enum flag, bool value); virtual void getForce(PxVec3& linear, PxVec3& angular) const; virtual void markDirty(); virtual void setBreakForce(PxReal linear, PxReal angular); virtual void getBreakForce(PxReal& linear, PxReal& angular) const; virtual void setMinResponseThreshold(PxReal threshold); virtual PxReal getMinResponseThreshold() const; virtual bool isValid() const; virtual void* getExternalReference(PxU32& typeID); void initialize(const PxConstraintDesc&, Scb::Constraint*); void updateConstants(); void comShift(PxRigidActor*); void actorDeleted(PxRigidActor*); NpScene* getNpScene() const; NpScene* getSceneFromActors() const; PX_FORCE_INLINE Scb::Constraint& getScbConstraint() { return mConstraint; } PX_FORCE_INLINE const Scb::Constraint& getScbConstraint() const { return mConstraint; } PX_FORCE_INLINE bool isDirty() const { return mIsDirty; } static Scb::RigidObject* getScbRigidObject(PxRigidActor*); private: PX_FORCE_INLINE static NpScene* getSceneFromActors(const PxRigidActor* actor0, const PxRigidActor* actor1); // Returns the scene if both actors are in the scene, else NULL PxRigidActor* mActor0; PxRigidActor* mActor1; Scb::Constraint mConstraint; // this used to be stored in Scb, but that doesn't really work since Scb::Constraint's // flags all get cleared on fetchResults. In any case, in order to support O(1) // insert/remove this really wants to be an index into NpScene's dirty joint array bool mIsDirty; bool mPaddingFromBool[3]; // PT: because of mIsDirty }; } #endif