// 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. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PXG_BODYSIM_H #define PXG_BODYSIM_H #include "AlignedTransform.h" namespace physx { struct PxgBodySim { float4 linearVelocityXYZ_inverseMassW; //16 16 float4 angularVelocityXYZ_maxPenBiasW; //32 16 float4 maxLinearVelocitySqX_maxAngularVelocitySqY_linearDampingZ_angularDampingW; //48 16 float4 inverseInertiaXYZ_contactReportThresholdW; //64 16 float4 sleepLinVelAccXYZ_freezeCountW; //80 16 float4 sleepAngVelAccXYZ_accelScaleW; //96 16 float4 freezeThresholdX_wakeCounterY_sleepThresholdZ_bodySimIndex; //112 16 PxAlignedTransform body2World; //144 32 PxAlignedTransform body2Actor_maxImpulseW; //176 32 PxU32 articulationRemapId; //180 4 PxU32 internalFlags; //184 4 PxU16 lockFlags; //186 2 PxU16 disableGravity; //188 2 PxReal offsetSlop; //192 4 float4 externalLinearAcceleration; //208 16 float4 externalAngularAcceleration; //224 16 }; struct PxgBodySimVelocities { float4 linearVelocity; float4 angularVelocity; }; struct PxgBodySimVelocityUpdate { float4 linearVelocityXYZ_bodySimIndexW; float4 angularVelocityXYZ_maxPenBiasW; float4 externalLinearAccelerationXYZ; float4 externalAngularAccelerationXYZ; }; }//physx #endif