// 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 NOMINMAX #define NOMINMAX #endif #include "foundation/PxMat33.h" #include "PxConstraint.h" #include "PxJoint.h" #include "ExtJoint.h" using namespace physx; using namespace Ext; PxConstraint* physx::resolveConstraintPtr(PxDeserializationContext& v, PxConstraint* old, PxConstraintConnector* connector, PxConstraintShaderTable &shaders) { v.translatePxBase(old); PxConstraint* new_nx = static_cast(old); new_nx->setConstraintFunctions(*connector, shaders); return new_nx; } //~PX_SERIALIZATION static void normalToTangents(const PxVec3& n, PxVec3& t1, PxVec3& t2) { const PxReal m_sqrt1_2 = PxReal(0.7071067811865475244008443621048490); if(fabsf(n.z) > m_sqrt1_2) { const PxReal a = n.y*n.y + n.z*n.z; const PxReal k = PxReal(1.0)/PxSqrt(a); t1 = PxVec3(0,-n.z*k,n.y*k); t2 = PxVec3(a*k,-n.x*t1.z,n.x*t1.y); } else { const PxReal a = n.x*n.x + n.y*n.y; const PxReal k = PxReal(1.0)/PxSqrt(a); t1 = PxVec3(-n.y*k,n.x*k,0); t2 = PxVec3(-n.z*t1.y,n.z*t1.x,a*k); } t1.normalize(); t2.normalize(); } void PxSetJointGlobalFrame(PxJoint& joint, const PxVec3* wsAnchor, const PxVec3* axisIn) { PxRigidActor* actors[2]; joint.getActors(actors[0], actors[1]); PxTransform localPose[2]; for(PxU32 i=0; i<2; i++) localPose[i] = PxTransform(PxIdentity); // 1) global anchor if(wsAnchor) { //transform anchorPoint to local space for(PxU32 i=0; i<2; i++) localPose[i].p = actors[i] ? actors[i]->getGlobalPose().transformInv(*wsAnchor) : *wsAnchor; } // 2) global axis if(axisIn) { PxVec3 localAxis[2], localNormal[2]; //find 2 orthogonal vectors. //gotta do this in world space, if we choose them //separately in local space they won't match up in worldspace. PxVec3 axisw = *axisIn; axisw.normalize(); PxVec3 normalw, binormalw; ::normalToTangents(axisw, binormalw, normalw); //because axis is supposed to be the Z axis of a frame with the other two being X and Y, we need to negate //Y to make the frame right handed. Note that the above call makes a right handed frame if we pass X --> Y,Z, so //it need not be changed. for(PxU32 i=0; i<2; i++) { if(actors[i]) { const PxTransform& m = actors[i]->getGlobalPose(); PxMat33 mM(m.q); localAxis[i] = mM.transformTranspose(axisw); localNormal[i] = mM.transformTranspose(normalw); } else { localAxis[i] = axisw; localNormal[i] = normalw; } PxMat33 rot(localAxis[i], localNormal[i], localAxis[i].cross(localNormal[i])); localPose[i].q = PxQuat(rot); localPose[i].q.normalize(); } } for(PxU32 i=0; i<2; i++) joint.setLocalPose(static_cast( i ), localPose[i]); }