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DyArticulationContactPrep.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef DY_ARTICULATION_CONTACT_PREP_H
30#define DY_ARTICULATION_CONTACT_PREP_H
31
32#include "DySolverExt.h"
33#include "foundation/PxVecMath.h"
34
35namespace physx
36{
37struct PxcNpWorkUnit;
38class PxContactBuffer;
39struct PxContactPoint;
40
41namespace Dy
42{
43
44 struct CorrelationBuffer;
45
46 PxReal getImpulseResponse(const SolverExtBody& b0, const Cm::SpatialVector& impulse0, Cm::SpatialVector& deltaV0, PxReal dom0, PxReal angDom0,
47 const SolverExtBody& b1, const Cm::SpatialVector& impulse1, Cm::SpatialVector& deltaV1, PxReal dom1, PxReal angDom1,
48 Cm::SpatialVectorF* Z, bool allowSelfCollision = false);
49
50 aos::FloatV getImpulseResponse(const SolverExtBody& b0, const Cm::SpatialVectorV& impulse0, Cm::SpatialVectorV& deltaV0, const aos::FloatV& dom0, const aos::FloatV& angDom0,
51 const SolverExtBody& b1, const Cm::SpatialVectorV& impulse1, Cm::SpatialVectorV& deltaV1, const aos::FloatV& dom1, const aos::FloatV& angDom1,
52 Cm::SpatialVectorV* Z, bool allowSelfCollision = false);
53
54 Cm::SpatialVector createImpulseResponseVector(const PxVec3& linear, const PxVec3& angular, const SolverExtBody& body);
55 Cm::SpatialVectorV createImpulseResponseVector(const aos::Vec3V& linear, const aos::Vec3V& angular, const SolverExtBody& body);
56
57 void setupFinalizeExtSolverContacts(
58 const PxContactPoint* buffer,
59 const CorrelationBuffer& c,
60 const PxTransform& bodyFrame0,
61 const PxTransform& bodyFrame1,
62 PxU8* workspace,
63 const SolverExtBody& b0,
64 const SolverExtBody& b1,
65 const PxReal invDtF32,
66 const PxReal dtF32,
67 PxReal bounceThresholdF32,
68 PxReal invMassScale0, PxReal invInertiaScale0,
69 PxReal invMassScale1, PxReal invInertiaScale1,
70 PxReal restDistance, PxU8* frictionDataPtr,
71 PxReal ccdMaxContactDist,
72 Cm::SpatialVectorF* Z,
73 const PxReal offsetSlop);
74
75
76 bool setupFinalizeExtSolverContactsCoulomb(
77 const PxContactBuffer& buffer,
78 const CorrelationBuffer& c,
79 const PxTransform& bodyFrame0,
80 const PxTransform& bodyFrame1,
81 PxU8* workspace,
82 PxReal invDt,
83 PxReal dtF32,
84 PxReal bounceThreshold,
85 const SolverExtBody& b0,
86 const SolverExtBody& b1,
87 PxU32 frictionCountPerPoint,
88 PxReal invMassScale0, PxReal invInertiaScale0,
89 PxReal invMassScale1, PxReal invInertiaScale1,
90 PxReal restDist,
91 PxReal ccdMaxContactDist,
92 Cm::SpatialVectorF* Z,
93 const PxReal solverOffsetSlop);
94
95} //namespace Dy
96
97}
98
99#endif
100
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39