// 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) 2008-2025 NVIDIA Corporation. All rights reserved. #ifndef DY_SOLVER_BODY_H #define DY_SOLVER_BODY_H #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" #include "foundation/PxMat33.h" #include "CmSpatialVector.h" #include "solver/PxSolverDefs.h" namespace physx { class PxsRigidBody; struct PxsBodyCore; namespace Dy { // PT: TODO: make sure this is still needed / replace with V4sqrt //This method returns values of 0 when the inertia is 0. This is a bit of a hack but allows us to //represent kinematic objects' velocities in our new format PX_FORCE_INLINE PxVec3 computeSafeSqrtInertia(const PxVec3& v) { return PxVec3( v.x == 0.0f ? 0.0f : PxSqrt(v.x), v.y == 0.0f ? 0.0f : PxSqrt(v.y), v.z == 0.0f ? 0.0f : PxSqrt(v.z)); } void copyToSolverBodyData(const PxVec3& linearVelocity, const PxVec3& angularVelocity, PxReal invMass, const PxVec3& invInertia, const PxTransform& globalPose, PxReal maxDepenetrationVelocity, PxReal maxContactImpulse, PxU32 nodeIndex, PxReal reportThreshold, PxSolverBodyData& solverBodyData, PxU32 lockFlags, PxReal dt, bool gyroscopicForces); // PT: TODO: using PxsBodyCore in the interface makes us write less data to the stack for passing arguments, and we can take advantage of the class layout // (we know what is aligned or not, we know if it is safe to V4Load vectors, etc). Note that this is what we previously had, which is why PxsBodyCore was still // forward-referenced above. //void copyToSolverBodyData(PxSolverBodyData& solverBodyData, const PxsBodyCore& core, const PxU32 nodeIndex); } } #endif