// 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_SOLVERCONTACTPF_H #define DY_SOLVERCONTACTPF_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxVec3.h" #include "PxvConfig.h" #include "PsVecMath.h" namespace physx { using namespace Ps::aos; namespace Dy { struct SolverContactCoulombHeader { PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. PxU8 numNormalConstr; PxU16 frictionOffset; //4 //PxF32 restitution; PxF32 angDom0; //8 PxF32 dominance0; //12 PxF32 dominance1; //16 PX_ALIGN(16, PxVec3 normalXYZ); //28 PxF32 angDom1; //32 Sc::ShapeInteraction* shapeInteraction; //36 40 PxU8 flags; //37 41 PxU8 pad0[3]; //40 44 #if !PX_P64_FAMILY PxU32 pad1[2]; //48 #else PxU32 pad1; // 48 #endif PX_FORCE_INLINE void setDominance0(const FloatV f) {FStore(f, &dominance0);} PX_FORCE_INLINE void setDominance1(const FloatV f) {FStore(f, &dominance1);} PX_FORCE_INLINE void setNormal(const Vec3V n) {V3StoreA(n, normalXYZ);} PX_FORCE_INLINE FloatV getDominance0() const {return FLoad(dominance0);} PX_FORCE_INLINE FloatV getDominance1() const {return FLoad(dominance1);} //PX_FORCE_INLINE FloatV getRestitution() const {return FLoad(restitution);} PX_FORCE_INLINE Vec3V getNormal()const {return V3LoadA(normalXYZ);} PX_FORCE_INLINE void setDominance0(PxF32 f) { dominance0 = f; } PX_FORCE_INLINE void setDominance1(PxF32 f) { dominance1 = f;} //PX_FORCE_INLINE void setRestitution(PxF32 f) { restitution = f;} PX_FORCE_INLINE PxF32 getDominance0PxF32() const {return dominance0;} PX_FORCE_INLINE PxF32 getDominance1PxF32() const {return dominance1;} //PX_FORCE_INLINE PxF32 getRestitutionPxF32() const {return restitution;} }; PX_COMPILE_TIME_ASSERT(sizeof(SolverContactCoulombHeader) == 48); struct SolverFrictionHeader { PxU8 type; //Note: mType should be first as the solver expects a type in the first byte. PxU8 numNormalConstr; PxU8 numFrictionConstr; PxU8 flags; PxF32 staticFriction; PxF32 invMass0D0; PxF32 invMass1D1; PxF32 angDom0; PxF32 angDom1; PxU32 pad2[2]; PX_FORCE_INLINE void setStaticFriction(const FloatV f) {FStore(f, &staticFriction);} PX_FORCE_INLINE FloatV getStaticFriction() const {return FLoad(staticFriction);} PX_FORCE_INLINE void setStaticFriction(PxF32 f) {staticFriction = f;} PX_FORCE_INLINE PxF32 getStaticFrictionPxF32() const {return staticFriction;} PX_FORCE_INLINE PxU32 getAppliedForcePaddingSize() const {return sizeof(PxU32)*((4 * ((numNormalConstr + 3)/4)));} static PX_FORCE_INLINE PxU32 getAppliedForcePaddingSize(const PxU32 numConstr) {return sizeof(PxU32)*((4 * ((numConstr + 3)/4)));} }; PX_COMPILE_TIME_ASSERT(sizeof(SolverFrictionHeader) == 32); } } #endif //DY_SOLVERCONTACTPF_H