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XCEngine/engine/third_party/physx/source/lowleveldynamics/include/DyConstraintWriteBack.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 DY_CONSTRAINT_WRITE_BACK_H
#define DY_CONSTRAINT_WRITE_BACK_H
#include "foundation/PxVec3.h"
#include "PxvConfig.h"
#include "PxvDynamics.h"
namespace physx
{
namespace Dy
{
PX_ALIGN_PREFIX(16)
struct ConstraintWriteback
{
void initialize()
{
linearImpulse = PxVec3(0);
angularImpulse = PxVec3(0);
residualPosIter = 0.0f;
residual = 0.0f;
}
PxVec3 linearImpulse;
private:
union
{
PxU32 broken;
PxReal residualPosIter;
};
public:
PxVec3 angularImpulse;
PxReal residual;
PX_FORCE_INLINE PxU32 setBit(PxU32 value, PxU32 bitLocation, bool bitState)
{
if (bitState)
return value | (1 << bitLocation);
else
return value & (~(1 << bitLocation));
}
PX_FORCE_INLINE bool isBroken() const { return broken & PX_SIGN_BITMASK; }
PX_FORCE_INLINE PxReal getPositionIterationResidual() const { return PxAbs(residualPosIter); }
PX_FORCE_INLINE void setCombined(bool isBroken, PxReal positionIterationResidual)
{
residualPosIter = positionIterationResidual;
broken = setBit(broken, 31, isBroken);
}
}
PX_ALIGN_SUFFIX(16);
}
}
#endif