// // 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) 2008-2021 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" #include "PsVecMath.h" namespace physx { class PxsRigidBody; struct PxsBodyCore; struct PxSolverBody; struct PxSolverBodyData; namespace Dy { class ArticulationV; struct SolverConstraint1D; class SolverExtBody { public: union { const ArticulationV* mArticulation; 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; void getResponse(const Ps::aos::Vec3V& linImpulse, const Ps::aos::Vec3V& angImpulse, Ps::aos::Vec3V& linDeltaV, Ps::aos::Vec3V& angDeltaV, Ps::aos::FloatV dominance) const; PxReal projectVelocity(const PxVec3& linear, const PxVec3& angular) const; Ps::aos::FloatV projectVelocity(const Ps::aos::Vec3V& linear, const Ps::aos::Vec3V& angular) const; PxVec3 getLinVel() const; PxVec3 getAngVel() const; Ps::aos::Vec3V getLinVelV() const; Ps::aos::Vec3V getAngVelV() const; Cm::SpatialVectorV getVelocity() const; }; } } #endif //DY_SOLVEREXTBODY_H