// 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_SOLVEREXTBODY_H #define DY_SOLVEREXTBODY_H #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" #include "CmPhysXCommon.h" #include "CmSpatialVector.h" namespace physx { class PxsRigidBody; struct PxsBodyCore; struct PxSolverBody; struct PxSolverBodyData; namespace Dy { struct FsData; struct SolverConstraint1D; class SolverExtBody { public: union { const FsData* mFsData; const PxSolverBody* mBody; }; const PxSolverBodyData* mBodyData; PxU16 mLinkIndex; SolverExtBody(const void* bodyOrArticulation, const void* bodyData, PxU16 linkIndex): mBody(reinterpret_cast(bodyOrArticulation)), mBodyData(reinterpret_cast(bodyData)), mLinkIndex(linkIndex) {} void getResponse(const PxVec3& linImpulse, const PxVec3& angImpulse, PxVec3& linDeltaV, PxVec3& angDeltaV, PxReal dominance) const; PxReal projectVelocity(const PxVec3& linear, const PxVec3& angular) const; PxVec3 getLinVel() const; PxVec3 getAngVel() const; }; } } #endif //DY_SOLVEREXTBODY_H