// 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. #include "ExtD6Joint.h" #include "ExtConstraintHelper.h" #include "CmConeLimitHelper.h" namespace physx { namespace Ext { PxU32 D6JointSolverPrep(Px1DConstraint* constraints, PxVec3& body0WorldOffset, PxU32 maxConstraints, PxConstraintInvMassScale& invMassScale, const void* constantBlock, const PxTransform& bA2w, const PxTransform& bB2w) { PX_UNUSED(maxConstraints); using namespace joint; PX_UNUSED(maxConstraints); const D6JointData& data = *reinterpret_cast(constantBlock); invMassScale = data.invMassScale; const PxU32 SWING1_FLAG = 1<0 ? data.drivePosition.q : -data.drivePosition.q; const PxVec3& v = data.driveAngularVelocity; PxQuat delta = d2cA_q.getConjugate() * cB2cA.q; if(driving & (1< data.linearMinDist) g.linearLimit(limitDir * (1.0f/distance), distance, data.linearLimit.value, data.linearLimit); } // we handle specially the case of just one swing dof locked PxU32 angularLocked = locked & ANGULAR_MASK; if(angularLocked == SWING1_FLAG) { g.angularHard(bX.cross(aZ), -bX.dot(aZ)); locked &= ~SWING1_FLAG; } else if(angularLocked == SWING2_FLAG) { locked &= ~SWING2_FLAG; g.angularHard(bX.cross(aY), -bX.dot(aY)); } g.prepareLockedAxes(cA2w.q, cB2w.q, cB2cA.p,locked&7, locked>>3); return g.getCount(); } }//namespace }