// // 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) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_NP_ARTICULATION_LINK #define PX_PHYSICS_NP_ARTICULATION_LINK #include "NpRigidBodyTemplate.h" #include "PxArticulationLink.h" #if PX_ENABLE_DEBUG_VISUALIZATION #include "CmRenderOutput.h" #endif namespace physx { class NpArticulation; class NpArticulationLink; class NpArticulationJoint; class PxConstraintVisualizer; typedef NpRigidBodyTemplate NpArticulationLinkT; class NpArticulationLinkArray : public Ps::InlineArray //!!!AL TODO: check if default of 4 elements makes sense { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: // PX_SERIALIZATION NpArticulationLinkArray(const PxEMPTY) : Ps::InlineArray (PxEmpty) {} static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION NpArticulationLinkArray() : Ps::InlineArray(PX_DEBUG_EXP("articulationLinkArray")) {} }; class NpArticulationLink : public NpArticulationLinkT { //= ATTENTION! ===================================================================================== // Changing the data layout of this class breaks the binary serialization format. See comments for // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION // accordingly. //================================================================================================== public: // PX_SERIALIZATION NpArticulationLink(PxBaseFlags baseFlags) : NpArticulationLinkT(baseFlags), mChildLinks(PxEmpty) {} void preExportDataReset() { NpArticulationLinkT::preExportDataReset(); } virtual void exportExtraData(PxSerializationContext& context); void importExtraData(PxDeserializationContext& context); void resolveReferences(PxDeserializationContext& context); virtual void requiresObjects(PxProcessPxBaseCallback& c); virtual bool isSubordinate() const { return true; } static NpArticulationLink* createObject(PxU8*& address, PxDeserializationContext& context); static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION virtual ~NpArticulationLink(); //--------------------------------------------------------------------------------- // PxArticulationLink implementation //--------------------------------------------------------------------------------- virtual void release(); virtual PxActorType::Enum getType() const { return PxActorType::eARTICULATION_LINK; } // Pose virtual void setGlobalPose(const PxTransform& pose); virtual void setGlobalPose(const PxTransform& pose, bool autowake); virtual PxTransform getGlobalPose() const; //damping virtual void setLinearDamping(PxReal linDamp); virtual PxReal getLinearDamping() const; virtual void setAngularDamping(PxReal angDamp); virtual PxReal getAngularDamping() const; // Velocity virtual void setLinearVelocity(const PxVec3&, bool autowake = true); virtual void setAngularVelocity(const PxVec3&, bool autowake = true); virtual void setMaxAngularVelocity(PxReal); virtual PxReal getMaxAngularVelocity() const; virtual void setMaxLinearVelocity(PxReal); virtual PxReal getMaxLinearVelocity() const; virtual PxArticulationBase& getArticulation() const; virtual PxArticulationJointBase* getInboundJoint() const; virtual PxU32 getInboundJointDof() const; virtual PxU32 getNbChildren() const; virtual PxU32 getChildren(PxArticulationLink** userBuffer, PxU32 bufferSize, PxU32 startIndex) const; virtual PxU32 getLinkIndex() const; virtual void setCMassLocalPose(const PxTransform& pose); virtual void addForce(const PxVec3& force, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true); virtual void addTorque(const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE, bool autowake = true); virtual void setForceAndTorque(const PxVec3& force, const PxVec3& torque, PxForceMode::Enum mode = PxForceMode::eFORCE); virtual void clearForce(PxForceMode::Enum mode = PxForceMode::eFORCE); virtual void clearTorque(PxForceMode::Enum mode = PxForceMode::eFORCE); //--------------------------------------------------------------------------------- // Miscellaneous //--------------------------------------------------------------------------------- NpArticulationLink(const PxTransform& bodyPose, PxArticulationBase& root, NpArticulationLink* parent); void releaseInternal(); PX_INLINE PxArticulationBase& getRoot() { return *mRoot; } PX_INLINE NpArticulationLink* getParent() { return mParent; } PX_INLINE void setInboundJoint(PxArticulationJointBase& joint) { mInboundJoint = &joint; } void setGlobalPoseInternal(const PxTransform& pose, bool autowake); void setLLIndex(const PxU32 index) { mLLIndex = index; } void setInboundJointDof(const PxU32 index) { mInboundJointDof = index; } private: PX_INLINE void addToChildList(NpArticulationLink& link) { mChildLinks.pushBack(&link); } PX_INLINE void removeFromChildList(NpArticulationLink& link) { PX_ASSERT(mChildLinks.find(&link) != mChildLinks.end()); mChildLinks.findAndReplaceWithLast(&link); } public: PX_INLINE NpArticulationLink* const* getChildren() { return mChildLinks.empty() ? NULL : &mChildLinks.front(); } void setKinematicLink(const bool value); #if PX_ENABLE_DEBUG_VISUALIZATION public: void visualize(Cm::RenderOutput& out, NpScene* scene); void visualizeJoint(PxConstraintVisualizer& jointViz); #endif private: PxArticulationBase* mRoot; //!!!AL TODO: Revisit: Could probably be avoided if registration and deregistration in root is handled differently PxArticulationJointBase* mInboundJoint; NpArticulationLink* mParent; //!!!AL TODO: Revisit: Some memory waste but makes things faster NpArticulationLinkArray mChildLinks; PxU32 mLLIndex; PxU32 mInboundJointDof; }; } #endif