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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/LowLevelDynamics/src/DySolverContactPF.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 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