// 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_CONSTRAINT_SIM #define PX_PHYSICS_CONSTRAINT_SIM #include "PxSimulationEventCallback.h" #include "DyConstraint.h" namespace physx { namespace Sc { class Scene; class ConstraintInteraction; class ConstraintCore; class RigidCore; class BodySim; class RigidSim; class ConstraintSim : public Ps::UserAllocated { public: enum Enum { ePENDING_GROUP_UPDATE = (1<<0), // For constraint projection an island of the bodies connected by constraints is generated. // Schedule generation/update of the island this constraint is a part of. eBREAKABLE = (1<<1), // The constraint can break eCHECK_MAX_FORCE_EXCEEDED = (1<<2), // This constraint will get tested for breakage at the end of the sim step eBROKEN = (1<<3) }; ConstraintSim(ConstraintCore& core, RigidCore* r0, RigidCore* r1, Scene& scene); ~ConstraintSim(); void preBodiesChange(); void postBodiesChange(RigidCore* r0, RigidCore* r1); void checkMaxForceExceeded(); void updateRelatedSIPs(); void setBreakForceLL(PxReal linear, PxReal angular); PX_INLINE void setMinResponseThresholdLL(PxReal threshold); void setConstantsLL(void* addr); PX_INLINE const void* getConstantsLL() const; void postFlagChange(PxConstraintFlags oldFlags, PxConstraintFlags newFlags); PX_FORCE_INLINE const Dy::Constraint& getLowLevelConstraint() const { return mLowLevelConstraint; } PX_FORCE_INLINE Dy::Constraint& getLowLevelConstraint() { return mLowLevelConstraint; } PX_FORCE_INLINE ConstraintCore& getCore() const { return mCore; } PX_FORCE_INLINE BodySim* getBody(PxU32 i) const // for static actors or world attached constraints NULL is returned { return mBodies[i]; } RigidSim& getRigid(PxU32 i); void getForce(PxVec3& force, PxVec3& torque); bool isBroken() const; PX_FORCE_INLINE PxU8 readFlag(PxU8 flag) const { return PxU8(mFlags & flag); } PX_FORCE_INLINE void setFlag(PxU8 flag) { mFlags |= flag; } PX_FORCE_INLINE void clearFlag(PxU8 flag) { mFlags &= ~flag; } //------------------------------------ Projection trees ----------------------------------------- private: PX_INLINE BodySim* getConstraintGroupBody(); public: bool hasDynamicBody(); void projectPose(BodySim* childBody, Ps::Array& projectedBodies); PX_INLINE BodySim* getOtherBody(BodySim*); PX_INLINE BodySim* getAnyBody(); bool needsProjection(); //----------------------------------------------------------------------------------------------- void visualize(PxRenderBuffer &out); private: ConstraintSim& operator=(const ConstraintSim&); bool createLLConstraint(); void destroyLLConstraint(); private: Dy::Constraint mLowLevelConstraint; Scene& mScene; ConstraintCore& mCore; ConstraintInteraction* mInteraction; BodySim* mBodies[2]; PxU8 mFlags; }; } // namespace Sc PX_INLINE void Sc::ConstraintSim::setMinResponseThresholdLL(PxReal threshold) { mLowLevelConstraint.minResponseThreshold = threshold; } PX_INLINE const void* Sc::ConstraintSim::getConstantsLL() const { return mLowLevelConstraint.constantBlock; } PX_INLINE Sc::BodySim* Sc::ConstraintSim::getOtherBody(BodySim* b) { return (b == mBodies[0]) ? mBodies[1] : mBodies[0]; } PX_INLINE Sc::BodySim* Sc::ConstraintSim::getAnyBody() { if (mBodies[0]) return mBodies[0]; else return mBodies[1]; } } #endif