genesis-3d_engine/Engine/ExtIncludes/physX3/windows/PxArticulationLink.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

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4.1 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
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// proprietary rights in and to this software and related documentation and
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// 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.
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// 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_PHYSICS_NX_ARTICULATION_LINK
#define PX_PHYSICS_NX_ARTICULATION_LINK
/** \addtogroup physics
@{ */
#include "PxPhysX.h"
#include "PxArticulationJoint.h"
#include "PxRigidBody.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief a component of an articulation that represents a rigid body
A limited subset of the properties of PxRigidDynamic are supported. In particular, sleep properties
are attributes of the articulation rather than each individual body, damping and velocity limits
are not supported, and links may not be kinematic.
@see PxArticulation PxArticulationJoint PxRigidBody
*/
class PxArticulationLink : public PxRigidBody
{
public:
/**
\brief Deletes the articulation link.
\note Only a leaf articulation link can be released
Do not keep a reference to the deleted instance.
@see PxArticulation::createLink()
*/
virtual void release() = 0;
/**
\brief get the articulation to which this articulation link belongs
\return the articulation to which this link belongs
*/
virtual PxArticulation& getArticulation() const = 0;
/**
\brief Get the joint which connects this link to its parent.
\return The joint connecting the link to the parent. NULL for the root link.
@see PxArticulationJoint
*/
virtual PxArticulationJoint* getInboundJoint() const = 0;
/**
\brief Get number of child links.
\return the number of child links
@see getChildren()
*/
virtual PxU32 getNbChildren() const = 0;
/**
\brief Retrieve all the child links.
\param[out] userBuffer The buffer to receive articulation link pointers.
\param[in] bufferSize Size of provided user buffer.
\return Number of articulation links written to the buffer.
@see getNbChildren()
*/
virtual PxU32 getChildren(PxArticulationLink** userBuffer, PxU32 bufferSize) const = 0;
virtual const char* getConcreteTypeName() const { return "PxArticulationLink"; }
protected:
PxArticulationLink(PxRefResolver& v) : PxRigidBody(v) {}
PX_INLINE PxArticulationLink() : PxRigidBody() {}
virtual ~PxArticulationLink() {}
virtual bool isKindOf(const char* name) const { return !strcmp("PxArticulationLink", name) || PxRigidBody::isKindOf(name); }
};
PX_INLINE PxArticulationLink* PxActor::isArticulationLink() { return is<PxArticulationLink>(); }
PX_INLINE const PxArticulationLink* PxActor::isArticulationLink() const { return is<PxArticulationLink>(); }
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif