// 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_CONSTRAINT_PROJECTION_TREE #define PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_TREE #include "PsArray.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" namespace physx { namespace Sc { struct ConstraintGroupNode; class ConstraintSim; class BodySim; class BodyRank; class ConstraintProjectionTree { /** This class serves both the static administration of an articulation and the actual articulation itself. An Articulation object holds several articulation root nodes which make up a simulation island that is further connected with lagrange joints. */ public: ConstraintProjectionTree() {} ~ConstraintProjectionTree() {} static void buildProjectionTrees(ConstraintGroupNode& root); static void purgeProjectionTrees(ConstraintGroupNode& root); static void projectPose(ConstraintGroupNode& root, Ps::Array& projectedBodies); private: static PxU32 projectionTreeBuildStep(ConstraintGroupNode& node, ConstraintSim* cToParent, ConstraintGroupNode** nodeStack); static void getConstraintStatus(const ConstraintSim& c, const BodySim* b, BodySim*& otherBody, PxU32& projectToBody, PxU32& projectToOtherBody); static void rankConstraint(ConstraintSim&, BodyRank&, PxU32& dominanceTracking, PxU32& constraintsToProjectCount); static void projectPoseForTree(ConstraintGroupNode& node, Ps::Array& projectedBodies); }; } // namespace Sc } #endif