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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// 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.
+//
+// Copyright (c) 2008-2016 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 PXV_DYNAMICS_H
+#define PXV_DYNAMICS_H
+
+#include "foundation/PxVec3.h"
+#include "foundation/PxQuat.h"
+#include "foundation/PxTransform.h"
+#include "foundation/PxSimpleTypes.h"
+#include "PsIntrinsics.h"
+#include "PxRigidDynamic.h"
+
+namespace physx
+{
+
+/*!
+\file
+Dynamics interface.
+*/
+
+/************************************************************************/
+/* Atoms */
+/************************************************************************/
+
+class PxsContext;
+class PxsRigidBody;
+class PxShape;
+class PxGeometry;
+struct PxsShapeCore;
+
+
+struct PxsRigidCore
+{
+//= ATTENTION! =====================================================================================
+// Changing the data layout of this class breaks the binary serialization format. See comments for
+// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+// accordingly.
+//==================================================================================================
+
+ PxsRigidCore() : mFlags(0), mIdtBody2Actor(0) {}
+ PxsRigidCore(const PxEMPTY) : mFlags(PxEmpty) {}
+
+ PX_ALIGN_PREFIX(16)
+ PxTransform body2World PX_ALIGN_SUFFIX(16);
+ PxRigidBodyFlags mFlags; // API body flags
+ PxU8 mIdtBody2Actor; // PT: true if PxsBodyCore::body2Actor is identity
+ PxU16 solverIterationCounts; //vel iters are in low word and pos iters in high word.
+
+ PX_FORCE_INLINE PxU32 isKinematic() const
+ {
+ return mFlags & PxRigidBodyFlag::eKINEMATIC;
+ }
+
+ PX_FORCE_INLINE PxU32 hasCCD() const
+ {
+ return mFlags & PxRigidBodyFlag::eENABLE_CCD;
+ }
+
+ PX_FORCE_INLINE PxU32 hasCCDFriction() const
+ {
+ return mFlags & PxRigidBodyFlag::eENABLE_CCD_FRICTION;
+ }
+};
+PX_COMPILE_TIME_ASSERT(sizeof(PxsRigidCore) == 32);
+
+
+struct PxsBodyCore: public PxsRigidCore
+{
+//= ATTENTION! =====================================================================================
+// Changing the data layout of this class breaks the binary serialization format. See comments for
+// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData
+// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
+// accordingly.
+//==================================================================================================
+
+ PxsBodyCore() : PxsRigidCore() {}
+ PxsBodyCore(const PxEMPTY) : PxsRigidCore(PxEmpty) {}
+
+ PX_FORCE_INLINE const PxTransform& getBody2Actor() const { return body2Actor; }
+ PX_FORCE_INLINE void setBody2Actor(const PxTransform& t)
+ {
+ mIdtBody2Actor = PxU8(t.p.isZero() && t.q.isIdentity());
+
+ body2Actor = t;
+ }
+ protected:
+ PxTransform body2Actor;
+ public:
+ PxReal ccdAdvanceCoefficient; //64
+
+ PxVec3 linearVelocity;
+ PxReal maxPenBias;
+
+ PxVec3 angularVelocity;
+ PxReal contactReportThreshold; //96
+
+ PxReal maxAngularVelocitySq;
+ PxReal maxLinearVelocitySq;
+ PxReal linearDamping;
+ PxReal angularDamping; //112
+
+ PxVec3 inverseInertia;
+ PxReal inverseMass; //128
+
+ PxReal maxContactImpulse;
+ PxReal sleepThreshold;
+ PxReal freezeThreshold;
+ PxReal wakeCounter; //144 this is authoritative wakeCounter
+
+ PxReal solverWakeCounter; //this is calculated by the solver when it performs sleepCheck. It is committed to wakeCounter in ScAfterIntegrationTask if the body is still awake.
+ PxU32 numCountedInteractions;
+ PxU32 numBodyInteractions; //Used by adaptive force to keep track of the total number of body interactions
+ PxU16 isFastMoving; //This could be a single bit but it's a u32 at the moment for simplicity's sake
+ PxRigidDynamicLockFlags lockFlags; //160 This could be a u8 but it is a u32 for simplicity's sake. All fits into 16 byte alignment
+
+ PX_FORCE_INLINE bool shouldCreateContactReports() const
+ {
+ const PxU32* binary = reinterpret_cast<const PxU32*>(&contactReportThreshold);
+ return *binary != 0x7f7fffff; // PX_MAX_REAL
+ }
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(PxsBodyCore) == 160);
+
+
+}
+
+#endif