// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "ScArticulationMimicJointSim.h" #include "ScArticulationMimicJointCore.h" #include "PxArticulationReducedCoordinate.h" #include "ScArticulationSim.h" #include "PxArticulationReducedCoordinate.h" #include "DyArticulationMimicJointCore.h" namespace physx { Sc::ArticulationMimicJointSim::ArticulationMimicJointSim(ArticulationMimicJointCore& mimicJointCore, Scene& scene) : mScene(scene), mCore(mimicJointCore), mLLIndex(0xffffffff) { mimicJointCore.setSim(this); mLLMimicJoint.axisA = mimicJointCore.mAxisA; mLLMimicJoint.axisB = mimicJointCore.mAxisB; mLLMimicJoint.gearRatio = mimicJointCore.mGearRatio; mLLMimicJoint.offset = mimicJointCore.mOffset; mLLMimicJoint.naturalFrequency = mimicJointCore.mNaturalFrequency; mLLMimicJoint.dampingRatio = mimicJointCore.mDampingRatio; } Sc::ArticulationMimicJointSim::~ArticulationMimicJointSim() { mCore.setSim(NULL); } void Sc::ArticulationMimicJointSim::setGearRatio(const PxReal gearRatio) { mLLMimicJoint.gearRatio = gearRatio; mArticulationSim->setArticulationDirty(Dy::ArticulationDirtyFlag::eDIRTY_MIMIC_JOINT); } void Sc::ArticulationMimicJointSim::setOffset(const PxReal offset) { mLLMimicJoint.offset = offset; mArticulationSim->setArticulationDirty(Dy::ArticulationDirtyFlag::eDIRTY_MIMIC_JOINT); } void Sc::ArticulationMimicJointSim::setNaturalFrequency(const PxReal naturalFrequency) { mLLMimicJoint.naturalFrequency = naturalFrequency; mArticulationSim->setArticulationDirty(Dy::ArticulationDirtyFlag::eDIRTY_MIMIC_JOINT); } void Sc::ArticulationMimicJointSim::setDampingRatio(const PxReal dampingRatio) { mLLMimicJoint.dampingRatio = dampingRatio; mArticulationSim->setArticulationDirty(Dy::ArticulationDirtyFlag::eDIRTY_MIMIC_JOINT); } }