genesis-3d_engine/Engine/ExtIncludes/physX3/windows/extensions/PxFixedJoint.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

154 lines
5.2 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 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_FIXEDJOINT_H
#define PX_FIXEDJOINT_H
/** \addtogroup extensions
@{
*/
#include "extensions/PxJoint.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxFixedJoint;
/**
\brief Create a fixed joint.
\param[in] physics the physics SDK
\param[in] actor0 an actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame
\param[in] localFrame0 the position and orientation of the joint relative to actor0
\param[in] actor1 an actor to which the joint is attached. NULL may be used to attach the joint to a specific point in the world frame
\param[in] localFrame1 the position and orientation of the joint relative to actor1
@see PxFixedJoint
*/
PxFixedJoint* PxFixedJointCreate(PxPhysics& physics,
PxRigidActor* actor0, const PxTransform& localFrame0,
PxRigidActor* actor1, const PxTransform& localFrame1);
/**
\brief A fixed joint permits no relative movement between two bodies. ie the bodies are glued together.
\image html fixedJoint.png
@see PxFixedJointCreate() PxJoint
*/
class PxFixedJoint: public PxJoint
{
public:
static const PxJointType::Enum Type = PxJointType::eFIXED;
/**
\brief Set the linear tolerance threshold for projection. Projection is enabled if PxConstraintFlag::ePROJECTION
is set for the joint.
If the joint separates by more than this distance along its locked degrees of freedom, the solver
will move the bodies to close the distance.
Setting a very small tolerance may result in simulation jitter or other artifacts.
Sometimes it is not possible to project (for example when the joints form a cycle).
<b>Range:</b> [0,inf)<br>
<b>Default:</b> 1e10f
\param[in] tolerance the linear tolerance threshold
@see getProjectionLinearTolerance() PxJoint::setConstraintFlags() PxConstraintFlag::ePROJECTION
*/
virtual void setProjectionLinearTolerance(PxReal tolerance) = 0;
/**
\brief Get the linear tolerance threshold for projection.
\return the linear tolerance threshold
@see setProjectionLinearTolerance() PxJoint::setConstraintFlag()
*/
virtual PxReal getProjectionLinearTolerance() const = 0;
/**
\brief Set the angular tolerance threshold for projection. Projection is enabled if
PxConstraintFlag::ePROJECTION is set for the joint.
If the joint deviates by more than this angle around its locked angular degrees of freedom,
the solver will move the bodies to close the angle.
Setting a very small tolerance may result in simulation jitter or other artifacts.
Sometimes it is not possible to project (for example when the joints form a cycle).
<b>Range:</b> [0,Pi] <br>
<b>Default:</b> Pi
\param[in] tolerance the angular tolerance threshold in radians
@see getProjectionAngularTolerance() PxJoint::setConstraintFlag() PxConstraintFlag::ePROJECTION
*/
virtual void setProjectionAngularTolerance(PxReal tolerance) = 0;
/**
\brief Get the angular tolerance threshold for projection.
\return the angular tolerance threshold in radians
@see setProjectionAngularTolerance()
*/
virtual PxReal getProjectionAngularTolerance() const = 0;
virtual const char* getConcreteTypeName() const { return "PxFixedJoint"; }
protected:
PxFixedJoint(PxRefResolver& v) : PxJoint(v) {}
PxFixedJoint() {}
virtual bool isKindOf(const char* name) const { return !strcmp("PxFixedJoint", name) || PxJoint::isKindOf(name); }
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif