94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
// 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_FRICTION_PATCH_H
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#define DY_FRICTION_PATCH_H
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxVec3.h"
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#include "foundation/PxIntrinsics.h"
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#include "PxvConfig.h"
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namespace physx
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{
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namespace Dy
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{
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struct FrictionPatch
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{
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PxU8 broken; // PT: must be first byte of struct, see "frictionBrokenWritebackByte"
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PxU8 materialFlags;
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PxU16 anchorCount;
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PxReal restitution;
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PxReal staticFriction;
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PxReal dynamicFriction;
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PxVec3 body0Normal;
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PxVec3 body1Normal;
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PxVec3 body0Anchors[2];
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PxVec3 body1Anchors[2];
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PxQuat relativeQuat;
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PX_FORCE_INLINE void operator = (const FrictionPatch& other)
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{
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broken = other.broken;
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materialFlags = other.materialFlags;
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anchorCount = other.anchorCount;
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body0Normal = other.body0Normal;
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body1Normal = other.body1Normal;
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body0Anchors[0] = other.body0Anchors[0];
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body0Anchors[1] = other.body0Anchors[1];
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body1Anchors[0] = other.body1Anchors[0];
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body1Anchors[1] = other.body1Anchors[1];
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relativeQuat = other.relativeQuat;
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restitution = other.restitution;
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staticFriction = other.staticFriction;
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dynamicFriction = other.dynamicFriction;
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}
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PX_FORCE_INLINE void prefetch() const
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{
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// PT: TODO: revisit this... not very satisfying
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PxPrefetchLine(this);
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PxPrefetchLine(this, 128);
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PxPrefetchLine(this, 256);
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}
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};
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// PT: ensure that we can safely read the body anchors with V4Loads
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PX_COMPILE_TIME_ASSERT(PX_OFFSET_OF(FrictionPatch, body0Anchors)+sizeof(FrictionPatch::body0Anchors) + 4 <= sizeof(FrictionPatch));
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PX_COMPILE_TIME_ASSERT(PX_OFFSET_OF(FrictionPatch, body1Anchors)+sizeof(FrictionPatch::body1Anchors) + 4 <= sizeof(FrictionPatch));
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//PX_COMPILE_TIME_ASSERT(sizeof(FrictionPatch)==80);
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}
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}
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#endif
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