// 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 "ScArticulationJointSim.h" #include "ScArticulationJointCore.h" #include "ScBodySim.h" #include "ScScene.h" #include "PxsRigidBody.h" #include "DyArticulation.h" #include "ScArticulationSim.h" #include "PxsSimpleIslandManager.h" using namespace physx; Sc::ArticulationJointSim::ArticulationJointSim(ArticulationJointCore& joint, ActorSim& parent, ActorSim& child) : ActorInteraction (parent, child, InteractionType::eARTICULATION, 0), mCore (joint) { registerInActors(); BodySim& childBody = static_cast(child), & parentBody = static_cast(parent); parentBody.getArticulation()->addBody(childBody, &parentBody, this); mCore.setSim(this); } Sc::ArticulationJointSim::~ArticulationJointSim() { // articulation interactions do not make use of the dirty flags yet. If they did, a setClean(true) has to be introduced here. PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); PX_ASSERT(!getDirtyFlags()); unregisterFromActors(); BodySim& child = getChild(); child.getArticulation()->removeBody(child); mCore.setSim(NULL); } Sc::BodySim& Sc::ArticulationJointSim::getParent() const { return static_cast(getActorSim0()); } Sc::BodySim& Sc::ArticulationJointSim::getChild() const { return static_cast(getActorSim1()); } bool Sc::ArticulationJointSim::onActivate(void*) { if(!(getParent().isActive() && getChild().isActive())) return false; raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; } bool Sc::ArticulationJointSim::onDeactivate(PxU32) { clearInteractionFlag(InteractionFlag::eIS_ACTIVE); return true; }