// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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_SOLVERCONSTRAINTEXT_H #define DY_SOLVERCONSTRAINTEXT_H #include "DySolverExt.h" namespace physx { struct PxcNpWorkUnit; namespace Gu { class ContactBuffer; struct ContactPoint; } namespace Dy { struct CorrelationBuffer; PxReal getImpulseResponse(const SolverExtBody& b0, const Cm::SpatialVector& impulse0, Cm::SpatialVector& deltaV0, PxReal dom0, PxReal angDom0, const SolverExtBody& b1, const Cm::SpatialVector& impulse1, Cm::SpatialVector& deltaV1, PxReal dom1, PxReal angDom1, bool allowSelfCollision = false); Cm::SpatialVector createImpulseResponseVector(const PxVec3& linear, const PxVec3& angular, const SolverExtBody& body); void setupFinalizeExtSolverContacts( const Gu::ContactPoint* buffer, const CorrelationBuffer& c, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxU8* workspace, const SolverExtBody& b0, const SolverExtBody& b1, const PxReal invDtF32, PxReal bounceThresholdF32, PxReal invMassScale0, PxReal invInertiaScale0, PxReal invMassScale1, PxReal invInertiaScale1, PxReal restDistance, PxU8* frictionDataPtr, PxReal ccdMaxContactDist); bool setupFinalizeExtSolverContactsCoulomb( const Gu::ContactBuffer& buffer, const CorrelationBuffer& c, const PxTransform& bodyFrame0, const PxTransform& bodyFrame1, PxU8* workspace, PxReal invDt, PxReal bounceThreshold, const SolverExtBody& b0, const SolverExtBody& b1, PxU32 frictionCountPerPoint, PxReal invMassScale0, PxReal invInertiaScale0, PxReal invMassScale1, PxReal invInertiaScale1, PxReal restDist, PxReal ccdMaxContactDist); } } #endif //DY_SOLVERCONSTRAINTEXT_H