// // 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 "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(child), & parentBody = static_cast(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(getActorSim0()); } Sc::BodySim& Sc::ArticulationJointSim::getChild() const { return static_cast(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); }