// 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) 2008-2017 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_SOLVERCONSTRAINT1D4_H #define DY_SOLVERCONSTRAINT1D4_H #include "foundation/PxVec3.h" #include "PxvConfig.h" #include "DyArticulationUtils.h" #include "DySolverConstraint1D.h" namespace physx { namespace Dy { struct SolverConstraint1DHeader4 { PxU8 type; // enum SolverConstraintType - must be first byte PxU8 pad0[3]; //These counts are the max of the 4 sets of data. //When certain pairs have fewer constraints than others, they are padded with 0s so that no work is performed but //calculations are still shared (afterall, they're computationally free because we're doing 4 things at a time in SIMD) PxU32 count; PxU8 count0, count1, count2, count3; PxU8 break0, break1, break2, break3; Vec4V linBreakImpulse; Vec4V angBreakImpulse; Vec4V invMass0D0; Vec4V invMass1D1; Vec4V angD0; Vec4V angD1; Vec4V body0WorkOffsetX; Vec4V body0WorkOffsetY; Vec4V body0WorkOffsetZ; }; struct SolverConstraint1DBase4 { public: Vec4V lin0X; Vec4V lin0Y; Vec4V lin0Z; Vec4V ang0X; Vec4V ang0Y; Vec4V ang0Z; Vec4V ang0WritebackX; Vec4V ang0WritebackY; Vec4V ang0WritebackZ; Vec4V constant; Vec4V unbiasedConstant; Vec4V velMultiplier; Vec4V impulseMultiplier; Vec4V minImpulse; Vec4V maxImpulse; Vec4V appliedForce; PxU32 flags[4]; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DBase4) == 272); struct SolverConstraint1DDynamic4 : public SolverConstraint1DBase4 { Vec4V lin1X; Vec4V lin1Y; Vec4V lin1Z; Vec4V ang1X; Vec4V ang1Y; Vec4V ang1Z; }; PX_COMPILE_TIME_ASSERT(sizeof(SolverConstraint1DDynamic4) == 368); } } #endif //DY_SOLVERCONSTRAINT1D4_H