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| 12 | //    from this software without specific prior written permission. | 
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| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY | 
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
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| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
| 25 | // | 
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. | 
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. | 
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.   | 
| 29 |  | 
| 30 | #ifndef PX_D6JOINT_CREATE_H | 
| 31 | #define PX_D6JOINT_CREATE_H | 
| 32 |  | 
| 33 | #include "common/PxPhysXCommonConfig.h" | 
| 34 |  | 
| 35 | /** \addtogroup extensions | 
| 36 |   @{ | 
| 37 | */ | 
| 38 |  | 
| 39 | #if !PX_DOXYGEN | 
| 40 | namespace physx | 
| 41 | { | 
| 42 | #endif | 
| 43 |  | 
| 44 | class PxPhysics; | 
| 45 | class PxRigidActor; | 
| 46 | class PxJoint; | 
| 47 |  | 
| 48 | /** | 
| 49 | 	\brief Helper function to create a fixed joint, using either a PxD6Joint or PxFixedJoint. | 
| 50 |  | 
| 51 | 	For fixed joints it is important that the joint frames have the same orientation. This helper function uses an identity rotation for both. | 
| 52 | 	It is also important that the joint frames have an equivalent position in world space. The function does not check this, so it is up to users | 
| 53 | 	to ensure that this is the case. | 
| 54 |  | 
| 55 | 	\param[in] physics		The physics SDK | 
| 56 | 	\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 | 
| 57 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 58 | 	\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 | 
| 59 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 60 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxFixedJoint; | 
| 61 |  | 
| 62 | 	\return	The created joint. | 
| 63 |  | 
| 64 | 	@see PxD6Joint PxFixedJoint | 
| 65 | */ | 
| 66 | PxJoint* PxD6JointCreate_Fixed(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, bool useD6); | 
| 67 |  | 
| 68 | /** | 
| 69 | 	\brief Helper function to create a distance joint, using either a PxD6Joint or PxDistanceJoint. | 
| 70 |  | 
| 71 | 	This helper function only supports a maximum distance constraint, because PxD6Joint does not support a minimum distance constraint (contrary | 
| 72 | 	to PxDistanceJoint). | 
| 73 |  | 
| 74 | 	The distance is computed between the joint frames' world-space positions. The joint frames' orientations are irrelevant here so the function | 
| 75 | 	sets them to identity. | 
| 76 |  | 
| 77 | 	\param[in] physics		The physics SDK | 
| 78 | 	\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 | 
| 79 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 80 | 	\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 | 
| 81 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 82 | 	\param[in] maxDist		The maximum allowed distance | 
| 83 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxDistanceJoint; | 
| 84 |  | 
| 85 | 	\return	The created joint. | 
| 86 |  | 
| 87 | 	@see PxD6Joint PxDistanceJoint | 
| 88 | */ | 
| 89 | PxJoint* PxD6JointCreate_Distance(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float maxDist, bool useD6); | 
| 90 |  | 
| 91 | /** | 
| 92 | 	\brief Helper function to create a prismatic joint, using either a PxD6Joint or PxPrismaticJoint. | 
| 93 |  | 
| 94 | 	This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired translation axis. | 
| 95 | 	This orientation is computed by the function, so users only have to define the desired translation axis (typically 1;0;0 or 0;1;0 or 0;0;1). | 
| 96 |  | 
| 97 | 	The translation can be limited. Limits are enforced if minLimit<maxLimit. If minLimit=maxLimit the axis is locked. If minLimit>maxLimit the | 
| 98 | 	limits are not enforced and the axis is free. The limit values are computed relative to the position of actor0's joint frame. | 
| 99 | 	 | 
| 100 | 	The function creates hard limits, and uses PhysX's default contact distance parameter. | 
| 101 |  | 
| 102 | 	\param[in] physics		The physics SDK | 
| 103 | 	\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 | 
| 104 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 105 | 	\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 | 
| 106 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 107 | 	\param[in] axis			The axis along which objects are allowed to move, expressed in the actors' local space | 
| 108 | 	\param[in] minLimit		The minimum allowed position along the axis | 
| 109 | 	\param[in] maxLimit		The maximum allowed position along the axis | 
| 110 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxPrismaticJoint; | 
| 111 |  | 
| 112 | 	\return	The created joint. | 
| 113 |  | 
| 114 | 	@see PxD6Joint PxPrismaticJoint | 
| 115 | */ | 
| 116 | PxJoint* PxD6JointCreate_Prismatic(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6); | 
| 117 |  | 
| 118 | /** | 
| 119 | 	\brief Helper function to create a revolute joint, using either a PxD6Joint or PxRevoluteJoint. | 
| 120 |  | 
| 121 | 	This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired rotation axis. | 
| 122 | 	This orientation is computed by the function, so users only have to define the desired rotation axis (typically 1;0;0 or 0;1;0 or 0;0;1). | 
| 123 |  | 
| 124 | 	The rotation can be limited. Limits are enforced if minLimit<maxLimit. If minLimit=maxLimit the axis is locked. If minLimit>maxLimit the | 
| 125 | 	limits are not enforced and the axis is free. The limit values are computed relative to the rotation of actor0's joint frame. | 
| 126 | 	 | 
| 127 | 	The function creates hard limits, and uses PhysX's default contact distance parameter. | 
| 128 |  | 
| 129 | 	Limits are expressed in radians. Allowed range is ]-2*PI;+2*PI[ | 
| 130 |  | 
| 131 | 	\param[in] physics		The physics SDK | 
| 132 | 	\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 | 
| 133 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 134 | 	\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 | 
| 135 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 136 | 	\param[in] axis			The axis around which objects are allowed to move, expressed in the actors' local space | 
| 137 | 	\param[in] minLimit		The minimum allowed rotation along the axis | 
| 138 | 	\param[in] maxLimit		The maximum allowed rotation along the axis | 
| 139 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxRevoluteJoint; | 
| 140 |  | 
| 141 | 	\return	The created joint. | 
| 142 |  | 
| 143 | 	@see PxD6Joint PxRevoluteJoint | 
| 144 | */ | 
| 145 | PxJoint* PxD6JointCreate_Revolute(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float minLimit, float maxLimit, bool useD6); | 
| 146 |  | 
| 147 | /** | 
| 148 | 	\brief Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint. | 
| 149 |  | 
| 150 | 	This function supports a cone limit shape, defined by a cone axis and two angular limit values. | 
| 151 |  | 
| 152 | 	This function enforces that the joint frames have the same orientation, which is a local frame whose X is the desired cone axis. | 
| 153 | 	This orientation is computed by the function, so users only have to define the desired cone axis (typically 1;0;0 or 0;1;0 or 0;0;1). | 
| 154 |  | 
| 155 | 	The rotations can be limited. Limits are enforced if limit1>0 and limit2>0. Otherwise the motion is free. The limit values define an ellipse, | 
| 156 | 	which is the cross-section of the cone limit shape. | 
| 157 | 	 | 
| 158 | 	The function creates hard limits, and uses PhysX's default contact distance parameter. | 
| 159 |  | 
| 160 | 	Limits are expressed in radians. Allowed range is ]0;PI[. Limits are symmetric around the cone axis. | 
| 161 |  | 
| 162 | 	The cone axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited. | 
| 163 |  | 
| 164 | 	\param[in] physics		The physics SDK | 
| 165 | 	\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 | 
| 166 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 167 | 	\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 | 
| 168 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 169 | 	\param[in] axis			The cone axis, expressed in the actors' local space | 
| 170 | 	\param[in] limit1		Max angular limit for the ellipse along the joint frame's second axis (first axis = cone axis) | 
| 171 | 	\param[in] limit2		Max angular limit for the ellipse along the joint frame's third axis (first axis = cone axis) | 
| 172 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxSphericalJoint; | 
| 173 |  | 
| 174 | 	\return	The created joint. | 
| 175 |  | 
| 176 | 	@see PxD6Joint PxSphericalJoint | 
| 177 | */ | 
| 178 | PxJoint* PxD6JointCreate_Spherical(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, float limit1, float limit2, bool useD6); | 
| 179 |  | 
| 180 | /** | 
| 181 | 	\brief Helper function to create a spherical joint, using either a PxD6Joint or PxSphericalJoint. | 
| 182 |  | 
| 183 | 	This function supports a cone limit shape, defined by two pairs of angular limit values. This can be used to create an asymmetric cone. If the | 
| 184 | 	angular limit values are symmetric (i.e. minLimit1=-maxLimit1 and minLimit2=-maxLimit2) then the cone axis is the X axis in actor0's space. | 
| 185 | 	If the limits are not symmetric, the function rotates the cone axis accordingly so that limits remain symmetric for PhysX. If this happens, | 
| 186 | 	the initial joint frames will be different for both actors. By default minLimit1/maxLimit1 are limits around the joint's Y axis, and | 
| 187 | 	minLimit2/maxLimit2 are limits around the joint's Z axis. | 
| 188 |  | 
| 189 | 	The function creates hard limits, and uses PhysX's default contact distance parameter. | 
| 190 |  | 
| 191 | 	Limits are expressed in radians. Allowed range is ]-PI;PI[. | 
| 192 |  | 
| 193 | 	The cone axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited. | 
| 194 |  | 
| 195 | 	The returned apiroty and apirotz values can later be added to retrieved Y and Z swing angle values (from the joint), to remap | 
| 196 | 	angle values to the given input range. | 
| 197 |  | 
| 198 | 	\param[out] apiroty		Amount of rotation around Y used to setup actor0's joint frame | 
| 199 | 	\param[out] apirotz		Amount of rotation around Z used to setup actor0's joint frame | 
| 200 | 	\param[in] physics		The physics SDK | 
| 201 | 	\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 | 
| 202 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 203 | 	\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 | 
| 204 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 205 | 	\param[in] minLimit1	Min angular limit along the joint frame's second axis (first axis = cone axis) | 
| 206 | 	\param[in] maxLimit1	Max angular limit along the joint frame's second axis (first axis = cone axis) | 
| 207 | 	\param[in] minLimit2	Min angular limit along the joint frame's third axis (first axis = cone axis) | 
| 208 | 	\param[in] maxLimit2	Max angular limit along the joint frame's third axis (first axis = cone axis) | 
| 209 | 	\param[in] useD6		True to use a PxD6Joint, false to use a PxSphericalJoint; | 
| 210 |  | 
| 211 | 	\return	The created joint. | 
| 212 |  | 
| 213 | 	@see PxD6Joint PxSphericalJoint | 
| 214 | */ | 
| 215 | PxJoint* PxD6JointCreate_GenericCone(float& apiroty, float& apirotz, PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, float minLimit1, float maxLimit1, float minLimit2, float maxLimit2, bool useD6); | 
| 216 |  | 
| 217 |  | 
| 218 | /** | 
| 219 | 	\brief Helper function to create a D6 joint with pyramidal swing limits. | 
| 220 |  | 
| 221 | 	This function supports a pyramid limit shape, defined by two pairs of angular limit values. This can be used to create an asymmetric pyramid. If the | 
| 222 | 	angular limit values are symmetric (i.e. minLimit1=-maxLimit1 and minLimit2=-maxLimit2) then the pyramid axis is the X axis in actor0's space. | 
| 223 | 	By default minLimit1/maxLimit1 are limits around the joint's Y axis, and minLimit2/maxLimit2 are limits around the joint's Z axis. | 
| 224 |  | 
| 225 | 	The function creates hard limits, and uses PhysX's default contact distance parameter. | 
| 226 |  | 
| 227 | 	Limits are expressed in radians. Allowed range is ]-PI;PI[. | 
| 228 |  | 
| 229 | 	The pyramid axis is equivalent to the twist axis for the D6 joint. The twist motion is not limited. | 
| 230 |  | 
| 231 | 	\param[in] physics		The physics SDK | 
| 232 | 	\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 | 
| 233 | 	\param[in] localPos0	The position of the joint relative to actor0 | 
| 234 | 	\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 | 
| 235 | 	\param[in] localPos1	The position of the joint relative to actor1  | 
| 236 | 	\param[in] axis			The pyramid axis, expressed in the actors' local space | 
| 237 | 	\param[in] minLimit1	Min angular limit along the joint frame's second axis (first axis = pyramid axis) | 
| 238 | 	\param[in] maxLimit1	Max angular limit along the joint frame's second axis (first axis = pyramid axis) | 
| 239 | 	\param[in] minLimit2	Min angular limit along the joint frame's third axis (first axis = pyramid axis) | 
| 240 | 	\param[in] maxLimit2	Max angular limit along the joint frame's third axis (first axis = pyramid axis) | 
| 241 |  | 
| 242 | 	\return	The created joint. | 
| 243 |  | 
| 244 | 	@see PxD6Joint | 
| 245 | */ | 
| 246 | PxJoint* PxD6JointCreate_Pyramid(PxPhysics& physics, PxRigidActor* actor0, const PxVec3& localPos0, PxRigidActor* actor1, const PxVec3& localPos1, const PxVec3& axis, | 
| 247 | 										float minLimit1, float maxLimit1, float minLimit2, float maxLimit2); | 
| 248 |  | 
| 249 |  | 
| 250 | #if !PX_DOXYGEN | 
| 251 | } // namespace physx | 
| 252 | #endif | 
| 253 |  | 
| 254 | /** @} */ | 
| 255 | #endif | 
| 256 |  |