1 | #ifndef NX_PHYSICS_NXJOINT
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2 | #define NX_PHYSICS_NXJOINT
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3 | /*----------------------------------------------------------------------------*\
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4 | |
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5 | | Public Interface to NovodeX Technology
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6 | |
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7 | | www.novodex.com
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8 | |
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9 | \*----------------------------------------------------------------------------*/
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10 | /** \addtogroup physics
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11 | @{
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12 | */
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13 |
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14 | #include "Nxp.h"
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15 |
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16 | class NxActor;
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17 | class NxScene;
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18 | class NxRevoluteJoint;
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19 | class NxPointInPlaneJoint;
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20 | class NxPointOnLineJoint;
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21 | class NxPrismaticJoint;
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22 | class NxCylindricalJoint;
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23 | class NxSphericalJoint;
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24 | class NxFixedJoint;
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25 | class NxDistanceJoint;
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26 | class NxPulleyJoint;
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27 | class NxD6Joint;
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28 |
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29 | /**
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30 | \brief Abstract base class for the different types of joints.
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31 |
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32 | All joints are used to connect two dynamic actors, or an actor and the environment.
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33 |
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34 | A NULL actor represents the environment. Whenever the below comments mention two actors,
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35 | one of them may always be the environment (NULL).
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36 |
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37 | <h3>Visulizations:</h3>
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38 | \li #NX_VISUALIZE_JOINT_LOCAL_AXES
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39 | \li #NX_VISUALIZE_JOINT_WORLD_AXES
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40 | \li #NX_VISUALIZE_JOINT_LIMITS
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41 | \li #NX_VISUALIZE_JOINT_ERROR
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42 | \li #NX_VISUALIZE_JOINT_FORCE
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43 | \li #NX_VISUALIZE_JOINT_REDUCED
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44 |
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45 | <b>Platform:</b>
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46 | \li PC SW: Yes
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47 | \li PPU : No
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48 | \li PS3 : Yes
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49 | \li XB360: Yes
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50 |
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51 | @see NxJointDesc NxScene.createJoint()
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52 | @see NxCylindricalJoint NxD6Joint NxDistanceJoint NxFixedJoint NxPointInPlaneJoint
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53 | NxPointOnLineJoint NxPrismaticJoint NxPulleyJoint NxRevoluteJointDesc NxSphericalJoint
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54 | */
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55 | class NxJoint
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56 | {
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57 | protected:
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58 | NX_INLINE NxJoint() : userData(NULL), appData(NULL)
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59 | {}
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60 | virtual ~NxJoint() {}
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61 |
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62 | public:
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63 |
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64 | /**
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65 | \brief Retrieves the Actors involved.
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66 |
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67 | \param[out] actor1 First actor associated with joint.
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68 | \param[out] actor2 Second actor associated with joint.
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69 |
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70 | <b>Platform:</b>
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71 | \li PC SW: Yes
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72 | \li PPU : No
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73 | \li PS3 : Yes
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74 | \li XB360: Yes
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75 |
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76 | @see NxJointDesc.actors NxActor
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77 | */
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78 | virtual void getActors(NxActor** actor1, NxActor** actor2) = 0;
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79 |
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80 | /**
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81 | \brief Sets the point where the two actors are attached, specified in global coordinates.
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82 |
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83 | Set this after setting the actors of the joint.
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84 |
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85 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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86 |
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87 | \param[in] vec Point the actors are attached at, specified in the global frame. <b>Range:</b> position vector
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88 |
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89 | <b>Platform:</b>
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90 | \li PC SW: Yes
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91 | \li PPU : No
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92 | \li PS3 : Yes
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93 | \li XB360: Yes
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94 |
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95 | @see NxJointDesc.setGlobalAnchor() getGlobalAnchor()
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96 | */
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97 | virtual void setGlobalAnchor(const NxVec3 &vec) = 0;
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98 |
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99 | /**
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100 | \brief Sets the direction of the joint's primary axis, specified in global coordinates.
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101 |
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102 | The direction vector should be normalized to unit length.
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103 |
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104 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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105 |
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106 | \param[in] vec Direction of primary axis in the global frame. <b>Range:</b> direction vector
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107 |
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108 | <b>Platform:</b>
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109 | \li PC SW: Yes
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110 | \li PPU : No
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111 | \li PS3 : Yes
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112 | \li XB360: Yes
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113 |
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114 | @see NxJointDesc.setGlobalAxis() getGlobalAxis()
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115 | */
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116 | virtual void setGlobalAxis(const NxVec3 &vec) = 0;
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117 |
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118 | /**
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119 | \brief Retrieves the joint anchor.
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120 |
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121 | \return The joints anchor point in the global frame.
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122 |
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123 | <b>Platform:</b>
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124 | \li PC SW: Yes
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125 | \li PPU : No
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126 | \li PS3 : Yes
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127 | \li XB360: Yes
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128 |
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129 | @see setGlobalAnchor() getGlobalAxis()
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130 | */
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131 | virtual NxVec3 getGlobalAnchor() const = 0;
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132 |
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133 | /**
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134 | \brief Retrieves the joint axis.
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135 |
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136 | \return The joints axis in the global frame.
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137 |
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138 | <b>Platform:</b>
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139 | \li PC SW: Yes
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140 | \li PPU : No
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141 | \li PS3 : Yes
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142 | \li XB360: Yes
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143 |
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144 | @see setGlobalAxis() getGlobalAnchor()
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145 | */
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146 | virtual NxVec3 getGlobalAxis() const = 0;
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147 |
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148 | /**
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149 | \brief Returns the state of the joint.
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150 |
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151 | Joints are created in the NX_JS_UNBOUND state. Making certain changes to the simulation or the joint
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152 | can also make joints become unbound.
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153 | Unbound joints are automatically bound the next time Scene::run() is called, and this changes their
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154 | state to NX_JS_SIMULATING. NX_JS_BROKEN means that a breakable joint has broken due to a large force
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155 | or one of its actors has been deleted. In either case the joint was removed from the simulation,
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156 | so it should be released by the user to free up its memory.
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157 |
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158 | \return The state of the joint. See #NxJointState.
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159 |
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160 | <b>Platform:</b>
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161 | \li PC SW: Yes
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162 | \li PPU : No
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163 | \li PS3 : Yes
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164 | \li XB360: Yes
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165 |
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166 | @see NxJointState setBreakable()
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167 | */
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168 | virtual NxJointState getState() = 0;
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169 |
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170 | /**
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171 | \brief Sets the maximum force magnitude that the joint is able to withstand without breaking.
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172 |
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173 | If the joint force rises above this threshold, the joint breaks, and becomes disabled. Additionally,
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174 | the jointBreakNotify() method of the scene's user notify callback will be called.
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175 | (You can set this with NxScene::setUserNotify()).
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176 |
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177 | There are two values, one for linear forces, and one for angular forces.
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178 |
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179 | Both force values are NX_MAX_REAL by default. This setting makes the joint unbreakable.
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180 | The values should always be nonnegative.
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181 |
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182 | The distinction between maxForce and maxTorque is dependant on how the joint is implimented internally,
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183 | which may not be obvious. For example what appears to be an angular degree of freedom may be constrained
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184 | indirectly by a linear constraint.
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185 |
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186 | So in most practical applications the user should set both maxTorque and maxForce to low values.
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187 |
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188 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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189 |
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190 | \param[in] maxForce Maximum force the joint can withstand without breaking. <b>Range:</b> (0,inf]
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191 | \param[in] maxTorque Maximum torque the joint can withstand without breaking. <b>Range:</b> (0,inf]
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192 |
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193 | <b>Platform:</b>
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194 | \li PC SW: Yes
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195 | \li PPU : No
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196 | \li PS3 : Yes
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197 | \li XB360: Yes
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198 |
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199 | @see NxJointDesc.maxForce NxJointDesc.maxTorque getState() getBreakable()
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200 | */
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201 | virtual void setBreakable(NxReal maxForce, NxReal maxTorque) = 0;
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202 |
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203 | /**
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204 | \brief Retrieves the max forces of a breakable joint. See #setBreakable().
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205 |
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206 | \param[out] maxForce Retrieves the maximum force the joint can withstand without breaking.
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207 | \param[out] maxTorque Retrieves the maximum torque the joint can withstand without breaking.
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208 |
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209 | <b>Platform:</b>
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210 | \li PC SW: Yes
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211 | \li PPU : No
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212 | \li PS3 : Yes
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213 | \li XB360: Yes
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214 |
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215 | @see setBreakable NxJointDesc.maxForce NxJointDesc.maxTorque getState()
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216 | */
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217 | virtual void getBreakable(NxReal & maxForce, NxReal & maxTorque) = 0;
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218 |
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219 | /************************************************************************************************/
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220 |
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221 | /** @name Limits
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222 | */
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223 | //@{
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224 |
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225 | /**
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226 | \brief Sets the limit point.
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227 |
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228 | The point is specified in the global coordinate frame.
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229 |
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230 | All types of joints may be limited with the same system:
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231 | You may elect a point attached to one of the two actors to act as the limit point.
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232 | You may also specify several planes attached to the other actor.
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233 |
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234 | The points and planes move together with the actor they are attached to.
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235 |
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236 | The simulation then makes certain that the pair of actors only move relative to eachother
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237 | so that the limit point stays on the positive side of all limit planes.
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238 |
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239 | the default limit point is (0,0,0) in the local frame of actor2.
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240 | Calling this deletes all existing limit planes.
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241 |
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242 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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243 |
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244 | \param[in] point The limit reference point defined in the global frame. <b>Range:</b> position vector
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245 | \param[in] pointIsOnActor2 if true the point is attached to the second actor. Otherwise it is attached to the first.
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246 |
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247 | <b>Platform:</b>
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248 | \li PC SW: Yes
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249 | \li PPU : No
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250 | \li PS3 : Yes
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251 | \li XB360: Yes
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252 |
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253 | @see getLimitPoint() addLimitPlane()
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254 | */
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255 |
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256 | virtual void setLimitPoint(const NxVec3 & point, bool pointIsOnActor2 = true) = 0;
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257 |
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258 | /**
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259 | \brief Retrieves the global space limit point.
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260 |
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261 | Returns true if the point is fixed on actor2.
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262 |
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263 | \param[out] worldLimitPoint Used to store the global frame limit point.
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264 | \return True if the point is fixed to actor 2 otherwise the point is fixed to actor 1.
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265 |
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266 | <b>Platform:</b>
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267 | \li PC SW: Yes
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268 | \li PPU : No
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269 | \li PS3 : Yes
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270 | \li XB360: Yes
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271 |
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272 | @see setLimitPoint() addLimitPlane()
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273 | */
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274 | virtual bool getLimitPoint(NxVec3 & worldLimitPoint) = 0;
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275 |
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276 | /**
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277 | \brief Adds a limit plane.
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278 |
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279 | Both of the parameters are given in global coordinates. see setLimitPoint() for the meaning of limit planes.
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280 |
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281 | The plane is affixed to the actor that does not have the limit point.
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282 |
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283 | The normal of the plane points toward the positive side of the plane, and thus toward the
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284 | limit point. If the normal points away from the limit point at the time of this call, the
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285 | method returns false and the limit plane is ignored.
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286 |
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287 | \note This function always returns true and adds the limit plane unlike earlier versions. This behavoir
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288 | was changed to allow the joint to be serialized easily.
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289 |
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290 | <b>Sleeping:</b> This call wakes the actor(s) if they are sleeping.
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291 |
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292 | \param[in] normal Normal for the limit plane in global coordinates. <b>Range:</b> direction vector
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293 | \param[in] pointInPlane Point in the limit plane in global coordinates. <b>Range:</b> position vector
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294 | \return Always true.
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295 |
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296 | <b>Platform:</b>
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297 | \li PC SW: Yes
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298 | \li PPU : No
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299 | \li PS3 : Yes
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300 | \li XB360: Yes
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301 |
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302 | @see setLimitPoint() purgeLimitPlanes() getNextLimitPlane()
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303 | */
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304 | virtual bool addLimitPlane(const NxVec3 & normal, const NxVec3 & pointInPlane) = 0;
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305 |
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306 | /**
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307 | \brief deletes all limit planes added to the joint.
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308 |
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309 | Invalidates limit plane iterator.
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310 |
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311 | <b>Sleeping:</b> Does <b>NOT</b> wake the associated actor up automatically(To be fixed in 2.3.1).
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312 |
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313 | <b>Platform:</b>
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314 | \li PC SW: Yes
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315 | \li PPU : No
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316 | \li PS3 : Yes
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317 | \li XB360: Yes
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318 |
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319 | @see addLimitPlane() getNextLimitPlane()
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320 | */
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321 | virtual void purgeLimitPlanes() = 0;
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322 |
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323 | /**
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324 | \brief Restarts the limit plane iteration.
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325 |
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326 | Call before starting to iterate. This method may be used together with
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327 | the below two methods to enumerate the limit planes.
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328 | This iterator becomes invalid when planes
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329 | are added or removed, or the plane iterator mechanism is
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330 | invoked on another joint.
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331 |
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332 | <b>Platform:</b>
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333 | \li PC SW: Yes
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334 | \li PPU : No
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335 | \li PS3 : Yes
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336 | \li XB360: Yes
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337 |
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338 | @see hasMoreLimitPlanes() getNextLimitPlane()
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339 | */
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340 | virtual void resetLimitPlaneIterator() = 0;
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341 |
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342 | /**
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343 | \brief Returns true until the iterator reaches the end of the set of limit planes.
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344 |
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345 | Adding or removing elements does not reset the iterator.
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346 |
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347 | \return True if the iterator has not eached the end of the sequence of limit planes.
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348 |
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349 | <b>Platform:</b>
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350 | \li PC SW: Yes
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351 | \li PPU : No
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352 | \li PS3 : Yes
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353 | \li XB360: Yes
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354 |
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355 | @see resetLimitPlaneIterator() getNextLimitPlane()
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356 | */
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357 | virtual bool hasMoreLimitPlanes() = 0;
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358 |
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359 | /**
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360 | \brief Returns the next element pointed to by the limit plane iterator, and increments the iterator.
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361 |
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362 | Places the global frame plane equation (consisting of normal and d, the 4th
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363 | element) coefficients in the argument references. The plane equation is of the form:
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364 |
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365 | dot(n,p) + d == 0 (n = normal, p = a point on the plane)
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366 |
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367 | \note This convention for the plane equation differs from the convention used by #NxPlaneShape
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368 |
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369 | \param[out] planeNormal Used to store the plane normal.
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370 | \param[out] planeD Used to store the plane 'D'.
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371 | \return Returns true if the limit plane is satisfied.
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372 |
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373 | <b>Platform:</b>
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374 | \li PC SW: Yes
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375 | \li PPU : No
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376 | \li PS3 : Yes
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377 | \li XB360: Yes
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378 |
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379 | @see resetLimitPlaneIterator() hasMoreLimitPlanes()
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380 | */
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381 | virtual bool getNextLimitPlane(NxVec3 & planeNormal, NxReal & planeD) = 0;
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382 | //@}
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383 | /************************************************************************************************/
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384 |
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385 | /**
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386 | \brief Retrieve the type of this joint.
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387 | \return The type of joint.
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388 |
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389 | <b>Platform:</b>
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390 | \li PC SW: Yes
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391 | \li PPU : No
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392 | \li PS3 : Yes
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393 | \li XB360: Yes
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394 |
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395 | @see NxJointType
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396 | */
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397 | virtual NxJointType getType() const = 0;
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398 |
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399 | /************************************************************************************************/
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400 |
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401 | /** @name Is... Joint Type
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402 | */
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403 | //@{
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404 |
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405 | /**
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406 | \brief Type casting operator. The result may be cast to the desired subclass type.
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407 |
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408 | \param[in] type Used to query for a specific joint type.
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409 | \return NULL if the object if not of type(see #NxJointType). Otherwise a pointer to this object.
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410 |
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411 | <b>Platform:</b>
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412 | \li PC SW: Yes
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413 | \li PPU : No
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414 | \li PS3 : Yes
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415 | \li XB360: Yes
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416 |
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417 | @see NxJointType
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418 | */
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419 | NX_INLINE void* is(NxJointType type) { return (type == getType()) ? (void*)this : NULL; };
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420 |
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421 | /**
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422 | \brief Attempts to perform a cast to a #NxRevoluteJoint.
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423 |
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424 | Returns NULL if this object is not of the appropriate type.
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425 |
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426 | \return NULL if this object is not a #NxRevoluteJoint. Otherwise a pointer to this.
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427 |
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428 | <b>Platform:</b>
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429 | \li PC SW: Yes
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430 | \li PPU : No
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431 | \li PS3 : Yes
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432 | \li XB360: Yes
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433 |
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434 | @see is NxRevoluteJoint
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435 | */
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436 | NX_INLINE NxRevoluteJoint* isRevoluteJoint() { return (NxRevoluteJoint*)is(NX_JOINT_REVOLUTE);}
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437 |
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438 | /**
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439 | \brief Attempts to perform a cast to a #NxPointInPlaneJoint.
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440 |
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441 | Returns NULL if this object is not of the appropriate type.
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442 |
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443 | \return NULL if this object is not a #NxPointInPlaneJoint. Otherwise a pointer to this.
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444 |
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445 | <b>Platform:</b>
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446 | \li PC SW: Yes
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447 | \li PPU : No
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448 | \li PS3 : Yes
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449 | \li XB360: Yes
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450 |
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451 | @see is NxPointInPlaneJoint
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452 | */
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453 | NX_INLINE NxPointInPlaneJoint* isPointInPlaneJoint() { return (NxPointInPlaneJoint*)is(NX_JOINT_POINT_IN_PLANE);}
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454 |
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455 | /**
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456 | \brief Attempts to perform a cast to a #NxPointOnLineJoint.
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457 |
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458 | Returns NULL if this object is not of the appropriate type.
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459 |
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460 | \return NULL if this object is not a #NxPointOnLineJoint. Otherwise a pointer to this.
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461 |
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462 | <b>Platform:</b>
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463 | \li PC SW: Yes
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464 | \li PPU : No
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465 | \li PS3 : Yes
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466 | \li XB360: Yes
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467 |
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468 | @see is NxPointOnLineJoint
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469 | */
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470 | NX_INLINE NxPointOnLineJoint* isPointOnLineJoint() { return (NxPointOnLineJoint*)is(NX_JOINT_POINT_ON_LINE);}
|
---|
471 |
|
---|
472 | /**
|
---|
473 | \brief Attempts to perform a cast to a #NxD6Joint
|
---|
474 |
|
---|
475 | Returns NULL if this object is not of the appropriate type.
|
---|
476 |
|
---|
477 | \return NULL if this object is not a #NxD6Joint. Otherwise a pointer to this.
|
---|
478 |
|
---|
479 | <b>Platform:</b>
|
---|
480 | \li PC SW: Yes
|
---|
481 | \li PPU : No
|
---|
482 | \li PS3 : Yes
|
---|
483 | \li XB360: Yes
|
---|
484 |
|
---|
485 | @see is NxD6Joint
|
---|
486 | */
|
---|
487 | NX_INLINE NxD6Joint* isD6Joint() { return (NxD6Joint*)is(NX_JOINT_D6);}
|
---|
488 |
|
---|
489 | /**
|
---|
490 | \brief Attempts to perform a cast to a #NxPrismaticJoint
|
---|
491 |
|
---|
492 | Returns NULL if this object is not of the appropriate type.
|
---|
493 |
|
---|
494 | \return NULL if this object is not a #NxPrismaticJoint. Otherwise a pointer to this.
|
---|
495 |
|
---|
496 | <b>Platform:</b>
|
---|
497 | \li PC SW: Yes
|
---|
498 | \li PPU : No
|
---|
499 | \li PS3 : Yes
|
---|
500 | \li XB360: Yes
|
---|
501 |
|
---|
502 | @see is NxPrismaticJoint
|
---|
503 | */
|
---|
504 | NX_INLINE NxPrismaticJoint* isPrismaticJoint() { return (NxPrismaticJoint*)is(NX_JOINT_PRISMATIC);}
|
---|
505 |
|
---|
506 | /**
|
---|
507 | \brief Attempts to perform a cast to a #NxCylindricalJoint
|
---|
508 |
|
---|
509 | Returns NULL if this object is not of the appropriate type.
|
---|
510 |
|
---|
511 | \return NULL if this object is not a #NxCylindricalJoint. Otherwise a pointer to this.
|
---|
512 |
|
---|
513 | <b>Platform:</b>
|
---|
514 | \li PC SW: Yes
|
---|
515 | \li PPU : No
|
---|
516 | \li PS3 : Yes
|
---|
517 | \li XB360: Yes
|
---|
518 |
|
---|
519 | @see is NxCylindricalJoint
|
---|
520 | */
|
---|
521 | NX_INLINE NxCylindricalJoint* isCylindricalJoint() { return (NxCylindricalJoint*)is(NX_JOINT_CYLINDRICAL);}
|
---|
522 |
|
---|
523 | /**
|
---|
524 | \brief Attempts to perform a cast to a #NxSphericalJoint
|
---|
525 |
|
---|
526 | Returns NULL if this object is not of the appropriate type.
|
---|
527 |
|
---|
528 | \return NULL if this object is not a #NxSphericalJoint. Otherwise a pointer to this.
|
---|
529 |
|
---|
530 | <b>Platform:</b>
|
---|
531 | \li PC SW: Yes
|
---|
532 | \li PPU : No
|
---|
533 | \li PS3 : Yes
|
---|
534 | \li XB360: Yes
|
---|
535 |
|
---|
536 | @see is NxSphericalJoint
|
---|
537 | */
|
---|
538 | NX_INLINE NxSphericalJoint* isSphericalJoint() { return (NxSphericalJoint*)is(NX_JOINT_SPHERICAL);}
|
---|
539 |
|
---|
540 | /**
|
---|
541 | \brief Attempts to perform a cast to a #NxFixedJoint
|
---|
542 |
|
---|
543 | Returns NULL if this object is not of the appropriate type.
|
---|
544 |
|
---|
545 | \return NULL if this object is not a #NxFixedJoint. Otherwise a pointer to this.
|
---|
546 |
|
---|
547 | <b>Platform:</b>
|
---|
548 | \li PC SW: Yes
|
---|
549 | \li PPU : No
|
---|
550 | \li PS3 : Yes
|
---|
551 | \li XB360: Yes
|
---|
552 |
|
---|
553 | @see is NxFixedJoint
|
---|
554 | */
|
---|
555 | NX_INLINE NxFixedJoint* isFixedJoint() { return (NxFixedJoint*)is(NX_JOINT_FIXED);}
|
---|
556 |
|
---|
557 | /**
|
---|
558 | \brief Attempts to perform a cast to a #NxDistanceJoint
|
---|
559 |
|
---|
560 | Returns NULL if this object is not of the appropriate type.
|
---|
561 |
|
---|
562 | \return NULL if this object is not a #NxDistanceJoint. Otherwise a pointer to this.
|
---|
563 |
|
---|
564 | <b>Platform:</b>
|
---|
565 | \li PC SW: Yes
|
---|
566 | \li PPU : No
|
---|
567 | \li PS3 : Yes
|
---|
568 | \li XB360: Yes
|
---|
569 |
|
---|
570 | @see is NxDistanceJoint
|
---|
571 | */
|
---|
572 | NX_INLINE NxDistanceJoint* isDistanceJoint() { return (NxDistanceJoint*)is(NX_JOINT_DISTANCE);}
|
---|
573 |
|
---|
574 | /**
|
---|
575 | \brief Attempts to perform a cast to a #NxPulleyJoint
|
---|
576 |
|
---|
577 | Returns NULL if this object is not of the appropriate type.
|
---|
578 |
|
---|
579 | \return NULL if this object is not a #NxPulleyJoint. Otherwise a pointer to this.
|
---|
580 |
|
---|
581 | <b>Platform:</b>
|
---|
582 | \li PC SW: Yes
|
---|
583 | \li PPU : No
|
---|
584 | \li PS3 : Yes
|
---|
585 | \li XB360: Yes
|
---|
586 |
|
---|
587 | @see is NxPulleyJoint
|
---|
588 | */
|
---|
589 | NX_INLINE NxPulleyJoint* isPulleyJoint() { return (NxPulleyJoint*)is(NX_JOINT_PULLEY);}
|
---|
590 | //@}
|
---|
591 | /************************************************************************************************/
|
---|
592 |
|
---|
593 | /**
|
---|
594 | \brief Sets a name string for the object that can be retrieved with getName().
|
---|
595 |
|
---|
596 | This is for debugging and is not used by the SDK. The string is not copied by the SDK, only the pointer is stored.
|
---|
597 |
|
---|
598 | \param[in] name String to set the objects name to.
|
---|
599 |
|
---|
600 | <b>Platform:</b>
|
---|
601 | \li PC SW: Yes
|
---|
602 | \li PPU : No
|
---|
603 | \li PS3 : Yes
|
---|
604 | \li XB360: Yes
|
---|
605 |
|
---|
606 | @see getName()
|
---|
607 | */
|
---|
608 | virtual void setName(const char* name) = 0;
|
---|
609 |
|
---|
610 | /**
|
---|
611 | \brief Retrieves the name string set with setName().
|
---|
612 |
|
---|
613 | \return The name string for this object.
|
---|
614 |
|
---|
615 | <b>Platform:</b>
|
---|
616 | \li PC SW: Yes
|
---|
617 | \li PPU : No
|
---|
618 | \li PS3 : Yes
|
---|
619 | \li XB360: Yes
|
---|
620 |
|
---|
621 | @see setName()
|
---|
622 | */
|
---|
623 | virtual const char* getName() const = 0;
|
---|
624 |
|
---|
625 | /**
|
---|
626 | \brief Retrieves owner scene.
|
---|
627 |
|
---|
628 | \return The scene which owns this joint.
|
---|
629 |
|
---|
630 | <b>Platform:</b>
|
---|
631 |
|
---|
632 | \li PC SW: Yes
|
---|
633 | \li PPU : No
|
---|
634 | \li PS3 : Yes
|
---|
635 | \li XB360: Yes
|
---|
636 |
|
---|
637 | @see NxScene
|
---|
638 | */
|
---|
639 | virtual NxScene& getScene() = 0;
|
---|
640 |
|
---|
641 | void* userData; //!< user can assign this to whatever, usually to create a 1:1 relationship with a user object.
|
---|
642 | void* appData;
|
---|
643 | };
|
---|
644 |
|
---|
645 | /** @} */
|
---|
646 | #endif
|
---|
647 |
|
---|
648 |
|
---|
649 | //AGCOPYRIGHTBEGIN
|
---|
650 | ///////////////////////////////////////////////////////////////////////////
|
---|
651 | // Copyright © 2005 AGEIA Technologies.
|
---|
652 | // All rights reserved. www.ageia.com
|
---|
653 | ///////////////////////////////////////////////////////////////////////////
|
---|
654 | //AGCOPYRIGHTEND
|
---|
655 |
|
---|