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DyConstraintPartition.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_CONSTRAINT_PARTITION_H
30#define DY_CONSTRAINT_PARTITION_H
31
32#include "DyDynamics.h"
33
34
35namespace physx
36{
37
38namespace Dy
39{
41{
42
43 //Input
44 PxU8* mBodies;
45 PxU32 mNumBodies;
46 PxU32 mStride;
47 ArticulationSolverDesc* mArticulationPtrs;
48 PxU32 mNumArticulationPtrs;
49 PxSolverConstraintDesc* mContactConstraintDescriptors;
50 PxU32 mNumContactConstraintDescriptors;
51 //output
52 PxSolverConstraintDesc* mOrderedContactConstraintDescriptors;
53 PxSolverConstraintDesc* mOverflowConstraintDescriptors;
54 PxU32 mNumDifferentBodyConstraints;
55 PxU32 mNumSelfConstraints;
56 PxU32 mNumStaticConstraints;
57 PxU32 mNumOverflowConstraints;
58 PxArray<PxU32>* mConstraintsPerPartition;
59 PxArray<PxU32>* mBitField;
60
61 PxU32 maxPartitions;
62
63 bool enhancedDeterminism;
64 bool forceStaticConstraintsToSolver;
65
66};
67
68PxU32 partitionContactConstraints(ConstraintPartitionArgs& args);
69
70void processOverflowConstraints(PxU8* bodies, PxU32 bodyStride, PxU32 numBodies, ArticulationSolverDesc* articulations, PxU32 numArticulations,
71 PxSolverConstraintDesc* constraints, const PxU32 numConstraints);
72
73} // namespace physx
74
75}
76
77#endif
Definition PxArray.h:53
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition DyVArticulation.h:102
Definition DyConstraintPartition.h:41
Constraint descriptor used inside the solver.
Definition PxSolverDefs.h:108