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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 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