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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/LowLevelDynamics/src/DySolverContactPF.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/LowLevelDynamics/src/DySolverContactPF.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DySolverContactPF.h | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContactPF.h b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContactPF.h new file mode 100644 index 00000000..e18421e9 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DySolverContactPF.h @@ -0,0 +1,123 @@ +// 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 DY_SOLVERCONTACTPF_H +#define DY_SOLVERCONTACTPF_H + +#include "foundation/PxSimpleTypes.h" +#include "foundation/PxVec3.h" +#include "PxvConfig.h" +#include "PsVecMath.h" + +namespace physx +{ + +using namespace Ps::aos; + +namespace Dy +{ + +struct SolverContactCoulombHeader +{ + PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. + PxU8 numNormalConstr; + PxU16 frictionOffset; //4 + //PxF32 restitution; + PxF32 angDom0; //8 + PxF32 dominance0; //12 + PxF32 dominance1; //16 + PX_ALIGN(16, PxVec3 normalXYZ); //28 + PxF32 angDom1; //32 + + Sc::ShapeInteraction* shapeInteraction; //36 40 + PxU8 flags; //37 41 + PxU8 pad0[3]; //40 44 +#if !PX_P64_FAMILY + PxU32 pad1[2]; //48 +#else + PxU32 pad1; // 48 +#endif + + + + PX_FORCE_INLINE void setDominance0(const FloatV f) {FStore(f, &dominance0);} + PX_FORCE_INLINE void setDominance1(const FloatV f) {FStore(f, &dominance1);} + PX_FORCE_INLINE void setNormal(const Vec3V n) {V3StoreA(n, normalXYZ);} + + PX_FORCE_INLINE FloatV getDominance0() const {return FLoad(dominance0);} + PX_FORCE_INLINE FloatV getDominance1() const {return FLoad(dominance1);} + //PX_FORCE_INLINE FloatV getRestitution() const {return FLoad(restitution);} + PX_FORCE_INLINE Vec3V getNormal()const {return V3LoadA(normalXYZ);} + + + PX_FORCE_INLINE void setDominance0(PxF32 f) { dominance0 = f; } + PX_FORCE_INLINE void setDominance1(PxF32 f) { dominance1 = f;} + //PX_FORCE_INLINE void setRestitution(PxF32 f) { restitution = f;} + + PX_FORCE_INLINE PxF32 getDominance0PxF32() const {return dominance0;} + PX_FORCE_INLINE PxF32 getDominance1PxF32() const {return dominance1;} + //PX_FORCE_INLINE PxF32 getRestitutionPxF32() const {return restitution;} + +}; +PX_COMPILE_TIME_ASSERT(sizeof(SolverContactCoulombHeader) == 48); + +struct SolverFrictionHeader +{ + PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. + PxU8 numNormalConstr; + PxU8 numFrictionConstr; + PxU8 flags; + PxF32 staticFriction; + PxF32 invMass0D0; + PxF32 invMass1D1; + PxF32 angDom0; + PxF32 angDom1; + PxU32 pad2[2]; + + PX_FORCE_INLINE void setStaticFriction(const FloatV f) {FStore(f, &staticFriction);} + + PX_FORCE_INLINE FloatV getStaticFriction() const {return FLoad(staticFriction);} + + PX_FORCE_INLINE void setStaticFriction(PxF32 f) {staticFriction = f;} + + PX_FORCE_INLINE PxF32 getStaticFrictionPxF32() const {return staticFriction;} + + PX_FORCE_INLINE PxU32 getAppliedForcePaddingSize() const {return sizeof(PxU32)*((4 * ((numNormalConstr + 3)/4)));} + static PX_FORCE_INLINE PxU32 getAppliedForcePaddingSize(const PxU32 numConstr) {return sizeof(PxU32)*((4 * ((numConstr + 3)/4)));} +}; + +PX_COMPILE_TIME_ASSERT(sizeof(SolverFrictionHeader) == 32); + +} + +} + +#endif //DY_SOLVERCONTACTPF_H |