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// 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 DY_SOLVERCONSTRAINTEXT_H
#define DY_SOLVERCONSTRAINTEXT_H
#include "DySolverExt.h"
namespace physx
{
struct PxcNpWorkUnit;
namespace Gu
{
class ContactBuffer;
struct ContactPoint;
}
namespace Dy
{
struct CorrelationBuffer;
PxReal getImpulseResponse(const SolverExtBody& b0, const Cm::SpatialVector& impulse0, Cm::SpatialVector& deltaV0, PxReal dom0, PxReal angDom0,
const SolverExtBody& b1, const Cm::SpatialVector& impulse1, Cm::SpatialVector& deltaV1, PxReal dom1, PxReal angDom1,
bool allowSelfCollision = false);
Cm::SpatialVector createImpulseResponseVector(const PxVec3& linear, const PxVec3& angular, const SolverExtBody& body);
void setupFinalizeExtSolverContacts(
const Gu::ContactPoint* buffer,
const CorrelationBuffer& c,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxU8* workspace,
const SolverExtBody& b0,
const SolverExtBody& b1,
const PxReal invDtF32,
PxReal bounceThresholdF32,
PxReal invMassScale0, PxReal invInertiaScale0,
PxReal invMassScale1, PxReal invInertiaScale1,
PxReal restDistance, PxU8* frictionDataPtr,
PxReal ccdMaxContactDist);
bool setupFinalizeExtSolverContactsCoulomb(
const Gu::ContactBuffer& buffer,
const CorrelationBuffer& c,
const PxTransform& bodyFrame0,
const PxTransform& bodyFrame1,
PxU8* workspace,
PxReal invDt,
PxReal bounceThreshold,
const SolverExtBody& b0,
const SolverExtBody& b1,
PxU32 frictionCountPerPoint,
PxReal invMassScale0, PxReal invInertiaScale0,
PxReal invMassScale1, PxReal invInertiaScale1,
PxReal restDist,
PxReal ccdMaxContactDist);
}
}
#endif //DY_SOLVERCONSTRAINTEXT_H
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