// 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 PX_PHYSICS_SCP_ARTICULATION_JOINT_SIM #define PX_PHYSICS_SCP_ARTICULATION_JOINT_SIM #include "ScActorInteraction.h" #include "DyArticulation.h" namespace physx { namespace Sc { class ArticulationJointCore; class BodySim; class ArticulationJointSim : public ActorInteraction { ArticulationJointSim &operator=(const ArticulationJointSim &); public: ArticulationJointSim(ArticulationJointCore& joint, ActorSim& parent, ActorSim& child); ~ArticulationJointSim(); //---------- Interaction ---------- virtual bool onActivate(void*); virtual bool onDeactivate(PxU32 infoFlag); //----------------------------------- PX_INLINE ArticulationJointCore& getCore() const; PX_INLINE static bool isArticulationInteraction(const Interaction& interaction); BodySim& getParent() const; BodySim& getChild() const; //--------------------------------------------------------------------------------- // Low Level data access //--------------------------------------------------------------------------------- private: ArticulationJointCore& mCore; }; } // namespace Sc PX_INLINE Sc::ArticulationJointCore& Sc::ArticulationJointSim::getCore() const { return mCore; } PX_INLINE bool Sc::ArticulationJointSim::isArticulationInteraction(const Interaction& interaction) { return (interaction.getType() == InteractionType::eARTICULATION); } } #endif