// 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 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