// // 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_CONSTRAINTCORE #define PX_PHYSICS_CONSTRAINTCORE #include "CmPhysXCommon.h" #include "PxConstraintDesc.h" #include "PsAllocator.h" #include "PxConstraint.h" namespace physx { class PxConstraint; namespace Sc { class ConstraintCore; class ConstraintSim; class RigidCore; class ConstraintCore : public Ps::UserAllocated { //= 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 ConstraintCore(const PxEMPTY) : mFlags(PxEmpty), mConnector(NULL), mSim(NULL) {} PX_FORCE_INLINE void setConstraintFunctions(PxConstraintConnector& n, const PxConstraintShaderTable& shaders) { mConnector = &n; mSolverPrep = shaders.solverPrep; mProject = shaders.project; mVisualize = shaders.visualize; } static void getBinaryMetaData(PxOutputStream& stream); //~PX_SERIALIZATION ConstraintCore(PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize); ~ConstraintCore(); // The two-step protocol here allows us to unlink the constraint prior to deleting // the actors when synchronizing the scene, then set the bodies after new actors have been inserted void prepareForSetBodies(); void setBodies(RigidCore* r0v, RigidCore* r1v); PxConstraint* getPxConstraint(); const PxConstraint* getPxConstraint() const; PX_FORCE_INLINE PxConstraintConnector* getPxConnector() const { return mConnector; } PX_FORCE_INLINE PxConstraintFlags getFlags() const { return mFlags; } void setFlags(PxConstraintFlags flags); void getForce(PxVec3& force, PxVec3& torque) const; bool updateConstants(void* addr); void setBreakForce(PxReal linear, PxReal angular); void getBreakForce(PxReal& linear, PxReal& angular) const; void setMinResponseThreshold(PxReal threshold); PxReal getMinResponseThreshold() const { return mMinResponseThreshold; } void breakApart(); PX_FORCE_INLINE PxConstraintVisualize getVisualize() const { return mVisualize; } PX_FORCE_INLINE PxConstraintProject getProject() const { return mProject; } PX_FORCE_INLINE PxConstraintSolverPrep getSolverPrep() const { return mSolverPrep; } PX_FORCE_INLINE PxU32 getConstantBlockSize() const { return mDataSize; } PX_FORCE_INLINE void setSim(ConstraintSim* sim) { PX_ASSERT((sim==0) ^ (mSim == 0)); mSim = sim; } PX_FORCE_INLINE ConstraintSim* getSim() const { return mSim; } private: PxConstraintFlags mFlags; PxU16 mPaddingFromFlags; // PT: because flags are PxU16 PxVec3 mAppliedForce; PxVec3 mAppliedTorque; PxConstraintConnector* mConnector; PxConstraintProject mProject; PxConstraintSolverPrep mSolverPrep; PxConstraintVisualize mVisualize; PxU32 mDataSize; PxReal mLinearBreakForce; PxReal mAngularBreakForce; PxReal mMinResponseThreshold; ConstraintSim* mSim; }; } // namespace Sc } #endif