// // 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 PXC_FRICTIONPATCH_H #define PXC_FRICTIONPATCH_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxvConfig.h" namespace physx { namespace Dy { struct FrictionPatch { PxU8 broken; // PT: must be first byte of struct, see "frictionBrokenWritebackByte" PxU8 materialFlags; PxU16 anchorCount; PxReal restitution; PxReal staticFriction; PxReal dynamicFriction; PxVec3 body0Normal; PxVec3 body1Normal; PxVec3 body0Anchors[2]; PxVec3 body1Anchors[2]; PX_FORCE_INLINE void operator = (const FrictionPatch& other) { broken = other.broken; materialFlags = other.materialFlags; anchorCount = other.anchorCount; body0Normal = other.body0Normal; body1Normal = other.body1Normal; body0Anchors[0] = other.body0Anchors[0]; body0Anchors[1] = other.body0Anchors[1]; body1Anchors[0] = other.body1Anchors[0]; body1Anchors[1] = other.body1Anchors[1]; restitution = other.restitution; staticFriction = other.staticFriction; dynamicFriction = other.dynamicFriction; } }; //PX_COMPILE_TIME_ASSERT(sizeof(FrictionPatch)==80); } } #endif