physxCAPI/physxCDLL/include/PxActorData.h

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// 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) 2008-2023 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 PX_ACTOR_DATA_H
#define PX_ACTOR_DATA_H
/** \addtogroup physics
@{
*/
#include "foundation/PxVec4.h"
#include "foundation/PxQuat.h"
#include "foundation/PxFlags.h"
#include "PxNodeIndex.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Identifies each type of information for retrieving from actor.
@see PxScene::applyActorData
*/
struct PxActorCacheFlag
{
enum Enum
{
eACTOR_DATA = (1 << 0), //include transform and velocity
eFORCE = (1 << 2),
eTORQUE = (1 << 3)
};
};
/**
\brief Collection of set bits defined in PxActorCacheFlag.
@see PxActorCacheFlag
*/
typedef PxFlags<PxActorCacheFlag::Enum, PxU16> PxActorCacheFlags;
PX_FLAGS_OPERATORS(PxActorCacheFlag::Enum, PxU16)
/**
\brief State of a body used when interfacing with the GPU rigid body pipeline
@see PxScene.copyBodyData()
*/
PX_ALIGN_PREFIX(16)
struct PxGpuBodyData
{
PxQuat quat; /*!< actor global pose quaternion in world frame */
PxVec4 pos; /*!< (x,y,z members): actor global pose position in world frame */
PxVec4 linVel; /*!< (x,y,z members): linear velocity at center of gravity in world frame */
PxVec4 angVel; /*!< (x,y,z members): angular velocity in world frame */
}
PX_ALIGN_SUFFIX(16);
/**
\brief Pair correspondence used for matching array indices with body node indices
*/
PX_ALIGN_PREFIX(8)
struct PxGpuActorPair
{
PxU32 srcIndex; //Defines which index in src array we read
PxNodeIndex nodeIndex; //Defines which actor this entry in src array is updating
}
PX_ALIGN_SUFFIX(8);
/**
\brief Maps numeric index to a data pointer.
@see PxScene::computeDenseJacobians(), PxScene::computeGeneralizedMassMatrices(), PxScene::computeGeneralizedGravityForces(), PxScene::computeCoriolisAndCentrifugalForces()
*/
struct PxIndexDataPair
{
PxU32 index;
void* data;
};
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif