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DyFrictionPatch.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
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5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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24//
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_FRICTION_PATCH_H
30#define DY_FRICTION_PATCH_H
31
32#include "foundation/PxSimpleTypes.h"
33#include "foundation/PxVec3.h"
34#include "PxvConfig.h"
35
36namespace physx
37{
38
39namespace Dy
40{
41
43{
44 PxU8 broken; // PT: must be first byte of struct, see "frictionBrokenWritebackByte"
45 PxU8 materialFlags;
46 PxU16 anchorCount;
47 PxReal restitution;
48 PxReal staticFriction;
49 PxReal dynamicFriction;
50 PxVec3 body0Normal;
51 PxVec3 body1Normal;
52 PxVec3 body0Anchors[2];
53 PxVec3 body1Anchors[2];
54 PxQuat relativeQuat;
55
56 PX_FORCE_INLINE void operator = (const FrictionPatch& other)
57 {
58 broken = other.broken;
59 materialFlags = other.materialFlags;
60 anchorCount = other.anchorCount;
61 body0Normal = other.body0Normal;
62 body1Normal = other.body1Normal;
63 body0Anchors[0] = other.body0Anchors[0];
64 body0Anchors[1] = other.body0Anchors[1];
65 body1Anchors[0] = other.body1Anchors[0];
66 body1Anchors[1] = other.body1Anchors[1];
67 relativeQuat = other.relativeQuat;
68 restitution = other.restitution;
69 staticFriction = other.staticFriction;
70 dynamicFriction = other.dynamicFriction;
71 }
72};
73
74//PX_COMPILE_TIME_ASSERT(sizeof(FrictionPatch)==80);
75
76}
77
78}
79
80#endif
This is a quaternion class. For more information on quaternion mathematics consult a mathematics sour...
Definition PxQuat.h:50
3 Element vector class.
Definition PxVec3.h:50
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition DyFrictionPatch.h:43