// 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_SOLVER_CORE_SHARED_H #define DY_SOLVER_CORE_SHARED_H #include "foundation/PxPreprocessor.h" #include "PsVecMath.h" #include "CmPhysXCommon.h" #include "DySolverBody.h" #include "DySolverContact.h" #include "DySolverConstraint1D.h" #include "DySolverConstraintDesc.h" #include "PsUtilities.h" #include "DyConstraint.h" #include "PsAtomic.h" namespace physx { namespace Dy { PX_FORCE_INLINE static FloatV solveDynamicContacts(SolverContactPoint* contacts, const PxU32 nbContactPoints, const Vec3VArg contactNormal, const FloatVArg invMassA, const FloatVArg invMassB, const FloatVArg angDom0, const FloatVArg angDom1, Vec3V& linVel0_, Vec3V& angState0_, Vec3V& linVel1_, Vec3V& angState1_, PxF32* PX_RESTRICT forceBuffer) { Vec3V linVel0 = linVel0_; Vec3V angState0 = angState0_; Vec3V linVel1 = linVel1_; Vec3V angState1 = angState1_; FloatV accumulatedNormalImpulse = FZero(); const Vec3V delLinVel0 = V3Scale(contactNormal, invMassA); const Vec3V delLinVel1 = V3Scale(contactNormal, invMassB); for(PxU32 i=0;i