// 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 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