Revision control
++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef SC_CONSTRAINT_CORE_H
++ #define SC_CONSTRAINT_CORE_H
++
++ #include "PxConstraint.h"
++
++ namespace physx
++ {
++ namespace Sc
++ {
++ class ConstraintSim;
++ class RigidCore;
++
++ class ConstraintCore
++ {
++ 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;
++ mVisualize = shaders.visualize;
++ }
++ //~PX_SERIALIZATION
++ ConstraintCore(PxConstraintConnector& connector, const PxConstraintShaderTable& shaders, PxU32 dataSize);
++ ~ConstraintCore() {}
++
++ 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;
++
++ void setBreakForce(PxReal linear, PxReal angular);
++ PX_FORCE_INLINE void getBreakForce(PxReal& linear, PxReal& angular) const
++ {
++ linear = mLinearBreakForce;
++ angular = mAngularBreakForce;
++ }
++
++ void setMinResponseThreshold(PxReal threshold);
++ PX_FORCE_INLINE PxReal getMinResponseThreshold() const { return mMinResponseThreshold; }
++
++ void breakApart();
++
++ PX_FORCE_INLINE PxConstraintVisualize getVisualize() const { return mVisualize; }
++ 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; }
++
++ PX_FORCE_INLINE bool isDirty() const { return mIsDirty ? true : false; }
++ PX_FORCE_INLINE void setDirty() { mIsDirty = 1; }
++ PX_FORCE_INLINE void clearDirty() { mIsDirty = 0; }
++
++ private:
++ PxConstraintFlags mFlags;
++ //In order to support O(1) insert/remove mIsDirty really wants to be an index into NpScene's dirty joint array
++ PxU8 mIsDirty;
++ PxU8 mPadding;
++
++ PxVec3 mAppliedForce;
++ PxVec3 mAppliedTorque;
++
++ PxConstraintConnector* mConnector;
++ PxConstraintSolverPrep mSolverPrep;
++ PxConstraintVisualize mVisualize;
++ PxU32 mDataSize;
++ PxReal mLinearBreakForce;
++ PxReal mAngularBreakForce;
++ PxReal mMinResponseThreshold;
++
++ ConstraintSim* mSim;
++ };
++
++ } // namespace Sc
++
++ }
++
++ #endif