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XCEngine/engine/third_party/physx/source/gpunarrowphase/include/PxgPersistentContactManifold.h

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// 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_PERSISTENT_CONTACT_MANIFOLD_H
#define PXG_PERSISTENT_CONTACT_MANIFOLD_H
#include "cutil_math.h"
#include "AlignedTransform.h"
#define PXG_MAX_PCM_CONTACTS 4
#define PXG_MULTIMANIFOLD_MAX_SUBMANIFOLDS 4
#define PXG_SUBMANIFOLD_MAX_CONTACTS 6
namespace physx
{
struct PX_ALIGN_PREFIX(16) PxgPersistentContactManifold
{
float4 mLocalNormal_PenW[PXG_MAX_PCM_CONTACTS]; //local normal + penetration
float4 mLocalContactA[PXG_MAX_PCM_CONTACTS]; //local contact in body A's space
float4 mLocalContactB[PXG_MAX_PCM_CONTACTS]; //local contact in body B's space
float4 mRelativePos; //Cached relative transforms
PxAlignedQuat mQuatA; //Cached body A's quatenion
PxAlignedQuat mQuatB; //Cached body B's quatenion
PxU32 mNbContacts; //NbContacts
PxU32 mNbWarmStartPoints; //Nb warm start points
PxU32 mWarmStartA; //GJK warm-start mask for shape A
PxU32 mWarmStartB; //GJK warm-start mask for shape B
PX_FORCE_INLINE void clear()
{
mNbContacts = 0;
mNbWarmStartPoints = 0;
mRelativePos = make_float4(PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL);
mQuatA = PxAlignedQuat(0.f, 0.f, 0.f, 1.f);
mQuatB = PxAlignedQuat(0.f, 0.f, 0.f, 1.f);
}
//KS - TODO - extend and add functionality as is required...
}
PX_ALIGN_SUFFIX(16);
struct PX_ALIGN_PREFIX(16) PxgContact
{
PxVec3 pointA;
PxVec3 pointB;
PxVec3 normal;
PxReal penetration;
PxU32 triIndex;
PxU32 pad;
} // 48 due to padding
PX_ALIGN_SUFFIX(16);
struct PX_ALIGN_PREFIX(16) PxgPersistentContactMultiManifold
{
PxgContact mContacts[PXG_MULTIMANIFOLD_MAX_SUBMANIFOLDS][PXG_SUBMANIFOLD_MAX_CONTACTS]; // 1152
PxU32 mNbContacts[PXG_MULTIMANIFOLD_MAX_SUBMANIFOLDS]; // 1168
PxAlignedTransform mRelativeTransform; // 1200
PxU32 mNbManifolds; // 1216 due to padding
PX_FORCE_INLINE void clear()
{
mNbManifolds = 0;
mRelativeTransform.p = make_float4(PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL);
mRelativeTransform.q = PxAlignedQuat(0.f, 0.f, 0.f, 1.f);
}
}
PX_ALIGN_SUFFIX(16);
}
#endif