Projekt_Grafika/dependencies/physx-4.1/source/simulationcontroller/src/ScArticulationJointSim.cpp

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2021-01-29 17:02:11 +01:00
//
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// modification, are permitted provided that the following conditions
// are met:
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// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// 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
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "ScArticulationJointSim.h"
#include "ScArticulationJointCore.h"
#include "ScBodySim.h"
#include "ScScene.h"
#include "PxsRigidBody.h"
#include "DyArticulation.h"
#include "ScArticulationSim.h"
#include "PxsSimpleIslandManager.h"
using namespace physx;
Sc::ArticulationJointSim::ArticulationJointSim(ArticulationJointCore& joint, ActorSim& parent, ActorSim& child) :
Interaction (parent, child, InteractionType::eARTICULATION, 0),
mCore (joint)
{
registerInActors();
BodySim& childBody = static_cast<BodySim&>(child),
& parentBody = static_cast<BodySim&>(parent);
parentBody.getArticulation()->addBody(childBody, &parentBody, this);
mCore.setSim(this);
}
Sc::ArticulationJointSim::~ArticulationJointSim()
{
// articulation interactions do not make use of the dirty flags yet. If they did, a setClean(true) has to be introduced here.
PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST));
PX_ASSERT(!getDirtyFlags());
unregisterFromActors();
BodySim& child = getChild();
child.getArticulation()->removeBody(child);
mCore.setSim(NULL);
}
Sc::BodySim& Sc::ArticulationJointSim::getParent() const
{
return static_cast<BodySim&>(getActorSim0());
}
Sc::BodySim& Sc::ArticulationJointSim::getChild() const
{
return static_cast<BodySim&>(getActorSim1());
}
bool Sc::ArticulationJointSim::onActivate_(void*)
{
if(!(getParent().isActive() && getChild().isActive()))
return false;
raiseInteractionFlag(InteractionFlag::eIS_ACTIVE);
return true;
}
bool Sc::ArticulationJointSim::onDeactivate_()
{
clearInteractionFlag(InteractionFlag::eIS_ACTIVE);
return true;
}
void Sc::ArticulationJointSim::setDirty()
{
Dy::ArticulationJointCore& llCore = mCore.getCore();
ArticulationSim* sim = mCore.getArticulation()->getSim();
sim->setDirty(true); //Don't set the articulation dirty - only the joint is dirty!
sim->setJointDirty(llCore);
}