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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 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 PXC_FRICTIONPATCH_H
#define PXC_FRICTIONPATCH_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "PxvConfig.h"
namespace physx
{
namespace Dy
{
struct FrictionPatch
{
PxU8 broken; // PT: must be first byte of struct, see "frictionBrokenWritebackByte"
PxU8 materialFlags;
PxU16 anchorCount;
PxReal restitution;
PxReal staticFriction;
PxReal dynamicFriction;
PxVec3 body0Normal;
PxVec3 body1Normal;
PxVec3 body0Anchors[2];
PxVec3 body1Anchors[2];
PX_FORCE_INLINE void operator = (const FrictionPatch& other)
{
broken = other.broken;
materialFlags = other.materialFlags;
anchorCount = other.anchorCount;
body0Normal = other.body0Normal;
body1Normal = other.body1Normal;
body0Anchors[0] = other.body0Anchors[0];
body0Anchors[1] = other.body0Anchors[1];
body1Anchors[0] = other.body1Anchors[0];
body1Anchors[1] = other.body1Anchors[1];
restitution = other.restitution;
staticFriction = other.staticFriction;
dynamicFriction = other.dynamicFriction;
}
};
//PX_COMPILE_TIME_ASSERT(sizeof(FrictionPatch)==80);
}
}
#endif
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