// // 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. #include "ExtJoint.h" using namespace physx; using namespace Ext; PxConstraint* physx::resolveConstraintPtr(PxDeserializationContext& v, PxConstraint* old, PxConstraintConnector* connector, PxConstraintShaderTable &shaders) { v.translatePxBase(old); PxConstraint* new_nx = static_cast(old); new_nx->setConstraintFunctions(*connector, shaders); return new_nx; } //~PX_SERIALIZATION static void normalToTangents(const PxVec3& n, PxVec3& t1, PxVec3& t2) { const PxReal m_sqrt1_2 = PxReal(0.7071067811865475244008443621048490); if(fabsf(n.z) > m_sqrt1_2) { const PxReal a = n.y*n.y + n.z*n.z; const PxReal k = PxReal(1.0)/PxSqrt(a); t1 = PxVec3(0,-n.z*k,n.y*k); t2 = PxVec3(a*k,-n.x*t1.z,n.x*t1.y); } else { const PxReal a = n.x*n.x + n.y*n.y; const PxReal k = PxReal(1.0)/PxSqrt(a); t1 = PxVec3(-n.y*k,n.x*k,0); t2 = PxVec3(-n.z*t1.y,n.z*t1.x,a*k); } t1.normalize(); t2.normalize(); } void PxSetJointGlobalFrame(PxJoint& joint, const PxVec3* wsAnchor, const PxVec3* axisIn) { PxRigidActor* actors[2]; joint.getActors(actors[0], actors[1]); PxTransform localPose[2]; for(PxU32 i=0; i<2; i++) localPose[i] = PxTransform(PxIdentity); // 1) global anchor if(wsAnchor) { //transform anchorPoint to local space for(PxU32 i=0; i<2; i++) localPose[i].p = actors[i] ? actors[i]->getGlobalPose().transformInv(*wsAnchor) : *wsAnchor; } // 2) global axis if(axisIn) { PxVec3 localAxis[2], localNormal[2]; //find 2 orthogonal vectors. //gotta do this in world space, if we choose them //separately in local space they won't match up in worldspace. PxVec3 axisw = *axisIn; axisw.normalize(); PxVec3 normalw, binormalw; ::normalToTangents(axisw, binormalw, normalw); //because axis is supposed to be the Z axis of a frame with the other two being X and Y, we need to negate //Y to make the frame right handed. Note that the above call makes a right handed frame if we pass X --> Y,Z, so //it need not be changed. for(PxU32 i=0; i<2; i++) { if(actors[i]) { const PxTransform& m = actors[i]->getGlobalPose(); PxMat33 mM(m.q); localAxis[i] = mM.transformTranspose(axisw); localNormal[i] = mM.transformTranspose(normalw); } else { localAxis[i] = axisw; localNormal[i] = normalw; } PxMat33 rot(localAxis[i], localNormal[i], localAxis[i].cross(localNormal[i])); localPose[i].q = PxQuat(rot); localPose[i].q.normalize(); } } for(PxU32 i=0; i<2; i++) joint.setLocalPose(static_cast( i ), localPose[i]); }