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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h b/PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h new file mode 100644 index 00000000..a5085994 --- /dev/null +++ b/PhysX_3.4/Source/LowLevel/API/include/PxvDynamics.h @@ -0,0 +1,157 @@ +// 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 |