feat(physics): wire physx sdk into build
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282
engine/third_party/physx/source/lowleveldynamics/src/DySolverConstraint1DStep.h
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282
engine/third_party/physx/source/lowleveldynamics/src/DySolverConstraint1DStep.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef DY_SOLVER_CONSTRAINT_1D_STEP_H
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#define DY_SOLVER_CONSTRAINT_1D_STEP_H
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#include "CmSpatialVector.h"
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#include "foundation/PxVec3.h"
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#include "DySolverConstraintTypes.h"
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#include "PxConstraintDesc.h"
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#include "DyCpuGpu1dConstraint.h"
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namespace physx
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{
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namespace Sc
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{
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class ShapeInteraction;
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}
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namespace Dy
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{
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struct SolverContactHeaderStep
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{
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enum DySolverContactFlags
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{
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eHAS_FORCE_THRESHOLDS = 0x1
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};
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PxU8 type; //Note: mType should be first as the solver expects a type in the first byte.
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PxU8 flags;
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PxU8 numNormalConstr;
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PxU8 numFrictionConstr; //4
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PxReal angDom0; //8
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PxReal angDom1; //12
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PxReal invMass0; //16
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aos::Vec4V staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W; //32
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PxVec3 normal; //48
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PxReal maxPenBias; //52
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PxReal invMass1; //56
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PxReal minNormalForce; //60
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PxU32 broken; //64
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PxU8* frictionBrokenWritebackByte; //68 72
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Sc::ShapeInteraction* shapeInteraction; //72 80
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#if !PX_P64_FAMILY
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PxU32 pad[2]; //80
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#endif
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PX_FORCE_INLINE aos::FloatV getStaticFriction() const { return aos::V4GetX(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE aos::FloatV getDynamicFriction() const { return aos::V4GetY(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE aos::FloatV getDominance0() const { return aos::V4GetZ(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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PX_FORCE_INLINE aos::FloatV getDominance1() const { return aos::V4GetW(staticFrictionX_dynamicFrictionY_dominance0Z_dominance1W); }
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};
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struct SolverContactPointStep
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{
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PxVec3 raXnI;
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PxF32 separation;
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PxVec3 rbXnI;
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PxF32 velMultiplier;
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PxF32 targetVelocity;
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PxF32 biasCoefficient;
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PxF32 recipResponse;
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PxF32 maxImpulse;
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};
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struct SolverContactPointStepExt : public SolverContactPointStep
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{
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aos::Vec3V linDeltaVA;
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aos::Vec3V linDeltaVB;
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aos::Vec3V angDeltaVA;
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aos::Vec3V angDeltaVB;
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};
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struct SolverContactFrictionStep
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{
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aos::Vec4V normalXYZ_ErrorW;
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aos::Vec4V raXnI_targetVelW;
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aos::Vec4V rbXnI_velMultiplierW;
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PxReal biasScale;
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PxReal appliedForce;
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PxReal frictionScale;
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PxU32 pad[1];
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PX_FORCE_INLINE void setAppliedForce(const aos::FloatV f) { aos::FStore(f, &appliedForce); }
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PX_FORCE_INLINE aos::Vec3V getNormal() const { return aos::Vec3V_From_Vec4V(normalXYZ_ErrorW); }
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PX_FORCE_INLINE aos::FloatV getAppliedForce() const { return aos::FLoad(appliedForce); }
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};
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PX_COMPILE_TIME_ASSERT(sizeof(SolverContactFrictionStep) % 16 == 0);
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struct SolverContactFrictionStepExt : public SolverContactFrictionStep
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{
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aos::Vec3V linDeltaVA;
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aos::Vec3V linDeltaVB;
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aos::Vec3V angDeltaVA;
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aos::Vec3V angDeltaVB;
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};
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struct SolverConstraint1DHeaderStep
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{
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PxU8 type; // enum SolverConstraintType - must be first byte
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PxU8 count; // count of following 1D constraints
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PxU8 dominance;
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PxU8 breakable; // indicate whether this constraint is breakable or not
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PxReal linBreakImpulse;
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PxReal angBreakImpulse;
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PxReal invMass0D0;
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PxVec3 body0WorldOffset;
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PxReal invMass1D1;
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PxVec3 rAWorld;
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PxReal linearInvMassScale0; // only used by articulations
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PxVec3 rBWorld;
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PxReal angularInvMassScale0;
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PxReal linearInvMassScale1; // only used by articulations
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PxReal angularInvMassScale1;
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PxU32 pad[2];
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//Ortho axes for body 0, recipResponse in W component
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PxVec4 angOrthoAxis0_recipResponseW[3];
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//Ortho axes for body 1, error of body in W component
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PxVec4 angOrthoAxis1_Error[3];
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};
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PX_COMPILE_TIME_ASSERT(PX_OFFSET_OF(SolverConstraint1DHeaderStep, angOrthoAxis0_recipResponseW) % 16 == 0);
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PX_FORCE_INLINE void init(SolverConstraint1DHeaderStep& h,
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PxU8 count,
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bool isExtended,
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const PxConstraintInvMassScale& ims)
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{
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h.type = PxU8(isExtended ? DY_SC_TYPE_EXT_1D : DY_SC_TYPE_RB_1D);
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h.count = count;
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h.dominance = 0;
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h.linearInvMassScale0 = ims.linear0;
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h.angularInvMassScale0 = ims.angular0;
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h.linearInvMassScale1 = -ims.linear1;
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h.angularInvMassScale1 = -ims.angular1;
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}
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PX_ALIGN_PREFIX(16)
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struct SolverConstraint1DStep
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{
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public:
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PxVec3 lin0; //!< linear velocity projection (body 0)
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PxReal error; //!< constraint error term - must be scaled by biasScale. Can be adjusted at run-time
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PxVec3 lin1; //!< linear velocity projection (body 1)
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PxReal biasScale; //!< constraint constant bias scale. Constant
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PxVec3 ang0; //!< angular velocity projection (body 0)
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PxReal velMultiplier; //!< constraint velocity multiplier
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PxVec3 ang1; //!< angular velocity projection (body 1)
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PxReal velTarget; //!< Scaled target velocity of the constraint drive
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PxReal minImpulse; //!< Lower bound on impulse magnitude
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PxReal maxImpulse; //!< Upper bound on impulse magnitude
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PxReal appliedForce; //!< applied force to correct velocity+bias
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PxReal maxBias;
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PxU32 flags;
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PxReal recipResponse; //Constant. Only used for articulations;
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//PxReal angularErrorScale; //Constant
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PxReal residualVelIter;
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private:
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union
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{
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PxU32 useAngularError; //Use only the most significant bit (which corresponds to the float's sign bit)
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PxReal residualPosIter;
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};
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public:
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void setSolverConstants(const Constraint1dSolverConstantsTGS& desc)
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{
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biasScale = desc.biasScale;
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error = desc.error;
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velTarget = desc.targetVel;
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velMultiplier = desc.velMultiplier;
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}
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PX_FORCE_INLINE PxU32 setBit(PxU32 value, PxU32 bitLocation, bool bitState)
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{
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if (bitState)
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return value | (1 << bitLocation);
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else
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return value & (~(1 << bitLocation));
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}
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PX_FORCE_INLINE void setUseAngularError(bool b)
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{
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useAngularError = setBit(useAngularError, 31, b);
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}
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PX_FORCE_INLINE PxReal getUseAngularError() const
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{
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return (useAngularError & 0x80000000) ? 1.0f : 0.0f;
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}
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PX_FORCE_INLINE void setPositionIterationResidual(PxReal residual)
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{
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bool b = getUseAngularError();
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residualPosIter = residual;
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setUseAngularError(b);
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}
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PX_FORCE_INLINE PxReal getPositionIterationResidual() const
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{
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return PxAbs(residualPosIter);
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}
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PX_FORCE_INLINE void setVelocityIterationResidual(PxReal residual)
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{
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residualVelIter = residual;
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}
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} PX_ALIGN_SUFFIX(16);
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struct SolverConstraint1DExtStep : public SolverConstraint1DStep
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{
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public:
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Cm::SpatialVectorV deltaVA;
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Cm::SpatialVectorV deltaVB;
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};
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PX_FORCE_INLINE void init(SolverConstraint1DStep& c,
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const PxVec3& _linear0, const PxVec3& _linear1,
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const PxVec3& _angular0, const PxVec3& _angular1,
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PxReal _minImpulse, PxReal _maxImpulse)
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{
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PX_ASSERT(_linear0.isFinite());
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PX_ASSERT(_linear1.isFinite());
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c.lin0 = _linear0;
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c.lin1 = _linear1;
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c.ang0 = _angular0;
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c.ang1 = _angular1;
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c.minImpulse = _minImpulse;
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c.maxImpulse = _maxImpulse;
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c.flags = 0;
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c.appliedForce = 0;
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c.setUseAngularError(true);
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c.residualVelIter = 0.0f;
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c.setPositionIterationResidual(0.0f);
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}
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}//namespace Dy
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}
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#endif
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