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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 PXS_CONTACT_MANAGER_STATE_H
+#define PXS_CONTACT_MANAGER_STATE_H
+
+#include "foundation/PxSimpleTypes.h"
+
+namespace physx
+{
+
+ struct PxsShapeCore;
+
+ /**
+ There is an implicit 1:1 mapping between PxgContactManagerInput and PxsContactManagerOutput. The structures are split because PxgNpContactManagerInput contains constant
+ data that is produced by the CPU code and PxgNpContactManagerOutput contains per-frame contact information produced by the NP.
+
+ There is also a 1:1 mapping between the PxgNpContactManager and PxsContactManager. This mapping is handled within the PxgNPhaseCore.
+
+ The previous contact states are implicitly cached in PxsContactManager and will be propagated to the solver. Friction correlation is also done implicitly using cached
+ information in PxsContactManager.
+ The NP will produce a list of pairs that found/lost patches for the solver along with updating the PxgNpContactManagerOutput for all pairs.
+ */
+
+ struct PxsContactManagerStatusFlag
+ {
+ enum Enum
+ {
+ eHAS_NO_TOUCH = (1 << 0),
+ eHAS_TOUCH = (1 << 1),
+ //eHAS_SOLVER_CONSTRAINTS = (1 << 2),
+ eREQUEST_CONSTRAINTS = (1 << 3),
+ eHAS_CCD_RETOUCH = (1 << 4), // Marks pairs that are touching at a CCD pass and were touching at discrete collision or at a previous CCD pass already
+ // but we can not tell whether they lost contact in a pass before. We send them as pure eNOTIFY_TOUCH_CCD events to the
+ // contact report callback if requested.
+ eDIRTY_MANAGER = (1 << 5),
+ eTOUCH_KNOWN = eHAS_NO_TOUCH | eHAS_TOUCH // The touch status is known (if narrowphase never ran for a pair then no flag will be set)
+ };
+ };
+
+
+ struct PX_ALIGN_PREFIX(16) PxsContactManagerOutput
+ {
+ PxU8* contactPatches; //Start index/ptr for contact patches
+ PxU8* contactPoints; //Start index/ptr for contact points
+ PxReal* contactForces; //Start index/ptr for contact forces
+ PxU8 nbContacts; //Num contacts
+ PxU8 nbPatches; //Num patches
+ PxU8 statusFlag; //Status flag (has touch etc.)
+ PxU8 prevPatches; //Previous number of patches
+
+ PX_FORCE_INLINE PxU32* getInternalFaceIndice()
+ {
+ return reinterpret_cast<PxU32*>(contactForces + nbContacts);
+ }
+ }
+ PX_ALIGN_SUFFIX(16);
+
+ struct /*PX_ALIGN_PREFIX(16)*/ PxsContactManagerPersistency
+ {
+ PxU8 mPrevPatches;
+ PxU8 mNbFrictionPatches;
+ PxU8 mNbPrevFrictionPatches;
+ }
+ /*PX_ALIGN_SUFFIX(16)*/;
+
+}
+
+#endif //PXG_CONTACT_MANAGER_H