88 lines
2.8 KiB
C++
88 lines
2.8 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_CONSTRAINT_WRITE_BACK_H
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#define DY_CONSTRAINT_WRITE_BACK_H
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#include "foundation/PxVec3.h"
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#include "PxvConfig.h"
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#include "PxvDynamics.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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PX_ALIGN_PREFIX(16)
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struct ConstraintWriteback
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{
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void initialize()
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{
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linearImpulse = PxVec3(0);
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angularImpulse = PxVec3(0);
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residualPosIter = 0.0f;
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residual = 0.0f;
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}
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PxVec3 linearImpulse;
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private:
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union
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{
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PxU32 broken;
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PxReal residualPosIter;
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};
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public:
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PxVec3 angularImpulse;
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PxReal residual;
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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 bool isBroken() const { return broken & PX_SIGN_BITMASK; }
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PX_FORCE_INLINE PxReal getPositionIterationResidual() const { return PxAbs(residualPosIter); }
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PX_FORCE_INLINE void setCombined(bool isBroken, PxReal positionIterationResidual)
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{
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residualPosIter = positionIterationResidual;
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broken = setBit(broken, 31, isBroken);
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}
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}
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PX_ALIGN_SUFFIX(16);
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}
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}
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#endif
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