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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_SOLVER_CONTACT_PF_4_H
+#define DY_SOLVER_CONTACT_PF_4_H
+
+#include "foundation/PxSimpleTypes.h"
+#include "foundation/PxVec3.h"
+#include "PxvConfig.h"
+#include "PsVecMath.h"
+
+namespace physx
+{
+
+using namespace Ps::aos;
+
+namespace Sc
+{
+ class ShapeInteraction;
+}
+
+namespace Dy
+{
+
+struct SolverContactCoulombHeader4
+{
+ PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
+ PxU8 numNormalConstr;
+ PxU16 frictionOffset;
+ PxU8 numNormalConstr0, numNormalConstr1, numNormalConstr2, numNormalConstr3;
+ PxU8 flags[4];
+ PxU32 pad; //16
+ Vec4V restitution; //32
+ Vec4V normalX; //48
+ Vec4V normalY; //64
+ Vec4V normalZ; //80
+ Vec4V invMassADom; //96
+ Vec4V invMassBDom; //112
+ Vec4V angD0; //128
+ Vec4V angD1; //144
+ Sc::ShapeInteraction* shapeInteraction[4]; //160 or 176
+};
+
+#if !PX_P64_FAMILY
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactCoulombHeader4) == 160);
+#else
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContactCoulombHeader4) == 176);
+#endif
+
+struct SolverContact4Base
+{
+ Vec4V raXnX;
+ Vec4V raXnY;
+ Vec4V raXnZ;
+ Vec4V appliedForce;
+ Vec4V velMultiplier;
+ Vec4V targetVelocity;
+ Vec4V scaledBias;
+ Vec4V maxImpulse;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContact4Base) == 128);
+
+struct SolverContact4Dynamic : public SolverContact4Base
+{
+ Vec4V rbXnX;
+ Vec4V rbXnY;
+ Vec4V rbXnZ;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverContact4Dynamic) == 176);
+
+struct SolverFrictionHeader4
+{
+ PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
+ PxU8 numNormalConstr;
+ PxU8 numFrictionConstr;
+ PxU8 numNormalConstr0;
+ PxU8 numNormalConstr1;
+ PxU8 numNormalConstr2;
+ PxU8 numNormalConstr3;
+ PxU8 numFrictionConstr0;
+ PxU8 numFrictionConstr1;
+ PxU8 numFrictionConstr2;
+ PxU8 numFrictionConstr3;
+ PxU8 pad0;
+ PxU32 frictionPerContact;
+
+ Vec4V staticFriction;
+ Vec4V invMassADom;
+ Vec4V invMassBDom;
+ Vec4V angD0;
+ Vec4V angD1;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverFrictionHeader4) == 96);
+
+struct SolverFriction4Base
+{
+ Vec4V normalX;
+ Vec4V normalY;
+ Vec4V normalZ;
+ Vec4V raXnX;
+ Vec4V raXnY;
+ Vec4V raXnZ;
+ Vec4V appliedForce;
+ Vec4V velMultiplier;
+ Vec4V targetVelocity;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverFriction4Base) == 144);
+
+struct SolverFriction4Dynamic : public SolverFriction4Base
+{
+ Vec4V rbXnX;
+ Vec4V rbXnY;
+ Vec4V rbXnZ;
+};
+
+PX_COMPILE_TIME_ASSERT(sizeof(SolverFriction4Dynamic) == 192);
+
+}
+
+}
+
+
+
+#endif //DY_SOLVER_CONTACT_PF_4_H
+