aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/SimulationController/src/ScConstraintSim.h
blob: 98e202564bace55255fd26d8af1b3935a16a892a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
// 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<BodySim*>& 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